Produce a scoped CCAM cost and token report by model, provider, source, and session. Use for spend reviews, model-mix analysis, unpriced usage detection, or export-friendly cost 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。
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概要と使いどころ
Produce a scoped CCAM cost and token report by model, provider, source, and session. Use for spend reviews, model-mix analysis, unpriced usage detection, or export-friendly cost 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。
Import Claude Code or Codex history and move complete CCAM datasets between machines. Use when rescanning provider history, importing a copied directory, uploading JSONL or archives, exporting a backup, restoring it idempotently, or verifying that tokens, workflows, runs, rules, and pricing survived.
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。
当实现用户驱动的大文件导出或批量序列化(Excel/CSV/JSON/JSONL/PDF,数据量未知或超过 1 万行/10 MB)时触发;普通小文件下载、静态资源下载、非导出 Writer/Report 类不触发。防止 OOM、临时文件残留、同步导出阻塞 HTTP 线程和表格公式注入。
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。
当代码涉及 Excel/CSV/JSON/PDF 大文件导出、批量序列化、内存里构建大对象时触发。防止 OOM、临时文件残留、同步导出阻塞 HTTP 线程等内存安全陷阱。
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。
Import a large archive into the vault in controlled batches: triage what is worth ingesting, process oldest first, checkpoint after every batch, and keep cost visible. Use this skill whenever the user wants to import years of bookmarks, an export from another notes app, a downloads folder, a chat history dump, or says "backfill", "bulk import", "process my archive". Do NOT use for ingesting one or a few new sources, which is second-brain-ingest.
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。
Scaffold and deploy Cloudflare Workers with Hono routing, Vite plugin, and Static Assets. Describe project, scaffold structure, configure bindings, deploy. Use whenever the user wants to create a Worker project, set up Hono on Cloudflare, configure D1 / R2 / KV / Queues bindings, or troubleshoot Worker export syntax, API route conflicts, HMR issues, or deployment failures.
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 Drizzle ORM schemas for Cloudflare D1 databases with correct D1-specific patterns. Produces schema files, migration commands, type exports, and DATABASE_SCHEMA.md documentation. Handles D1 quirks: foreign keys always enforced, no native BOOLEAN/DATETIME types, 100 bound parameter limit, JSON stored as TEXT. Use when creating a new database, adding tables, or scaffolding a D1 data layer.
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。
Build Google Apps Script automation for Sheets and Workspace. Custom menus, triggers (onEdit / time-driven / form submit), dialogs, sidebars, email batches, PDF export, external API. Use whenever the user wants to automate a Google Sheet, build a Sheets menu / sidebar / dialog, hit a Sheets row from email or a webhook, schedule a Sheets workflow, or asks 'how do I script this in Sheets'.
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。
After Effects animation rendering for web and React applications. Use this skill when implementing Lottie animations, JSON vector animations, interactive animated icons, micro-interactions, or loading animations. Triggers on tasks involving Lottie, lottie-web, lottie-react, dotLottie, After Effects JSON export, bodymovin, animated SVG alternatives, or designer-created animations. Complements GSAP ScrollTrigger and Framer Motion for scroll-driven and interactive animations.
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。
Rebuild or restyle editable Microsoft Visio diagrams from reference images and existing .vsdx files, then export deliverables as .vsdx, PNG, SVG, PDF, or PPTX. Use when the user asks Codex to open Visio, recreate a diagram from a PNG/JPG/screenshot/reference image, match a scientific model figure, update colors/typography/layout in a .vsdx, calibrate panel coordinates to avoid shifted or overlapping submodules, or make publication/presentation outputs while preserving Visio native editable shapes rather than embedding the reference image as a flat picture.
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。
Creates an ALM (Application Lifecycle Management) plan for deploying a Power Pages site across environments. Gathers your promotion strategy, target environments, and approval requirements upfront, then generates a visual HTML plan document for your review and approval. **plan-alm does not deploy anything itself** — it is a planner. After you approve the plan, run the individual ALM skills (setup-solution, setup-pipeline, deploy-pipeline, or export-solution/import-solution); each detects the approved plan and executes the right step in order, keeping the plan updated as it runs. Use when asked to: "plan my alm", "set up alm", "create deployment plan", "plan my deployments", "help me deploy to multiple environments", "set up promotion strategy", "create cicd plan", "plan site promotion", "help me go to production", "set up pipeline for my site".
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。
Validate a third-party control repo across four automated layers plus one printed manual recipe. Layer 1 asserts native-source structure (Android getName() and iOS +moduleName to manifest nativeModule; @ReactMethod / RCT_EXPORT_METHOD to methods; no @ReactModule) plus load/init readiness (ReactPackage public no-arg constructor, iOS [cls new] no-arg init, requiresMainQueueSetup NO, non-throwing eager construction), so launch-time crashes surface before any build. Layer 2 validates the committed `./manifest.json` against the ppmplugin-format rules. Layer 3 asserts request/response/error-code agreement across native and PCF. Layer 4 compiles the PCF (auto-skipped if absent). Layer 5 prints a device end-to-end recipe. Native compile belongs to /build-android-binary and /build-ios-binary — this is the cheap structural pre-flight before those slow builds. Reports pass/fail per layer with a fix hint and updates .extension-state.md.
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 a Unity 6.3 game targets Android or iOS: phone frame budget, overheating after 20 minutes, 'my game stutters on phones', ASTC or ETC2 textures, audio import, URP mobile settings, touch controls, on-screen joystick, UI under the notch or safe area, slow startup, ANRs, 'Android build fails', AAB, keystore signing, target API 36, Google Play upload, iOS Xcode export or archive, privacy manifest, app size, in-app purchases (IAP 5), rewarded ads (LevelPlay), ad consent.
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 a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.
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 structuring Godot 4.7 game code: folders, scenes and nodes, signals or an event bus autoload, custom Resources for item data, components (health, hitbox, hurtbox), an inventory, save and load, InputMap and key rebinding for keyboard, mouse and gamepad, GDScript static typing and style, or GDScript vs C#; or when code is spaghetti, a folder scan breaks in the export, a save loads wrong, the gamepad does nothing, or @onready is null.
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 a Unity 6.3 game must run in a browser: 'export to WebGL', Web build settings or Build Profiles, gzip or Brotli, Decompression Fallback, server headers, 'Unable to parse .framework.js.br', build too big or slow to load, itch.io, CrazyGames or Poki limits, Addressables or AssetBundles on the Web, 'Could not produce class with ID', Task.Run freezing the browser, WebGL 2 vs WebGPU, .jslib and SendMessage interop, a page text field that gets no keystrokes, mobile browsers crashing, HTTPS for sensors, hosting and rollout.
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 turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
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 a task involves creating or editing a Scenario workflow graph through MCP: building an app from a brief, adding or rewiring nodes (models, prompts, approval gates, loops), authoring editor_info, publishing, unpublishing or renaming, importing an exported workflow JSON, migrating a graph built in Weavy, ComfyUI, or another node tool, copying a workflow, or turning a prompt chain into an app. Running or pricing a workflow is scenario-workflows. Keywords: node graph, editor_info, CEL.
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 generated clips must become a finished video on Scenario via MCP: cutting a shot list together, laying a timeline, concatenating with transitions, overlaying a logo or title card, adding a music bed or voiceover, burning in or exporting captions and subtitles, trimming and splitting, or producing vertical and square variants of one master. Keywords: edit, assemble, stitch, concat, compositor, timeline, layers, overlay, captions, SRT, ad, UGC, social cut.
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 an agent drives Maxon ZBrush 2026 for any task (sculpt in ZBrush, DynaMesh, ZRemesher, UVs, export, polypaint, posing, 3D print, clean up an AI mesh in ZBrush), when writing ZBrush Python (zbrush.commands) or ZScript, when the ZBrush bridge is not answering, a palette path or set() does nothing, a scripted stroke does not sculpt or a dialog blocks a script, or when a ZBrush result has to be judged the way a professional artist would.
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 doing any Autodesk Maya task through Python or a bridge, headless or live: maya.cmds or OpenMaya 2.0 scripts, mayapy or maya.standalone batch jobs, a commandPort or MCP connection into a running Maya, "Maya 2027", validating or exporting scenes, or a maya.cmds script that fails after the 2025 to 2027 changes (PySide6, OpenPBR, renamed math nodes, removed flags). Also when a Maya model, rig, shot or render must be judged like a professional before it is called done, or a brief must be routed to the right Maya specialist.
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 creating game art through Scenario MCP: sprites, sprite sheets, icons, props, loot, tilesets and autotile terrain transitions, seamless tiles, isometric buildings, top-down maps, pixel art, UI buttons and panels, parallax background layers or depth planes for side-scrollers, and character or concept art; or when assets need transparent backgrounds, background removal, style-consistent variation batches, upscaling, pixel-grid cleanup, or PNG export for Unity, Godot, or Unreal.
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 answering Scenario admin analytics questions about Creative Unit consumption, most-used models, usage by user or project, AI adoption observability, cached usage data, CSV exports, enterprise PDF reports with charts, or a local analytics dashboard. Keywords: usage API, CU, analytics, adoption, reporting, consumption, cache.
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 a task involves generating or iterating on skyboxes, 360 panoramas, equirectangular images, environment maps, HDRI-style backdrops, or VR backdrops through the Scenario MCP. Triggers include text-to-skybox, turning a photo into a 360 environment, restyling a panorama's mood, upscaling a skybox without breaking the seam wrap, or exporting equirectangular or cubemap layouts for game engines such as Unity, Unreal, or Godot.
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。