Design a retargeting strategy: audience windows, sequencing, frequency caps. "plan our remarketing 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。
1,303 件 ・ 関連度順
概要と使いどころ
Design a retargeting strategy: audience windows, sequencing, frequency caps. "plan our remarketing 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。
Expert SWIFT Customer Security Programme (CSP) advisor covering the Customer Security Controls Framework (CSCF v2026). Use this skill whenever a user asks about SWIFT CSP, CSCF controls, SWIFT security attestation, KYC-SA portal, SWIFT architecture types (A1/A2/A3/A4/B), mandatory vs advisory controls, independent assessment, SWIFT secure zone, secure flow zone, MFA for operators, SWIFT messaging security, payment fraud prevention on SWIFT, gap analysis for CSCF, or compliance with SWIFT's 32 controls (25 mandatory, 7 advisory in v2026) across the three objectives: Secure Your Environment, Know and Limit Access, Detect and Respond. Control 2.4 (Back-Office Data Flow Security) is now mandatory in v2026. v2026 attestation window is July 1– December 31, 2026. Trigger for any SWIFT CSP or CSCF compliance question.
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。
Writes the formal letter you send before suing someone in a civil case in England & Wales — the Letter Before Claim that starts the pre-action clock. The part it gets right is which pre-action protocol applies — debt, professional negligence, housing disrepair, personal injury, or the default Practice Direction on Pre-Action Conduct — each of which has its own rules a generic letter misses (the 30-day debt window, the professional-negligence preliminary-notice step). It also flags the limitation deadline for a solicitor to confirm rather than stating it as fact. Built for litigation juniors, in-house counsel, and small firms without a precedent to copy. Use when the user says 'draft an LBC', 'letter before claim', 'pre-action letter', 'pre-action protocol', or needs to start the pre-action clock before issuing a civil claim. Verify the current protocol before sending.
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 the Crabbox wrapper for OpenClaw remote validation across Linux, macOS, Windows, and WSL2, including delegated Blacksmith Testbox proof. Report the actual provider and id.
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。
Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.
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 architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
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 rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
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 cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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 patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.
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。
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.
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。
Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.
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。
Apply a Classic Easter seasonal overlay: pastel Theme/StyleBox injection, confetti/shimmer VFX, elastic juice, mesh surface_override painting, cursor/audio swaps, and a date-window activation gate with player opt-out. Use when shipping holiday skins, April events, or egg-hunt juice without mutating shared .mesh/.tres assets. Keywords: pastel, seasonal Theme, StyleBox, confetti, Easter egg, surface_override, TRANS_ELASTIC, Disable Seasonal Themes, activation gate.
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 patterns for multi-platform exports including export templates (Windows/Linux/macOS/Android/iOS/Web), command-line exports (headless mode), platform-specific settings (codesign, notarization, Android SDK), feature flags (OS.has_feature), CI/CD pipelines (GitHub Actions), and build optimization (size reduction, debug stripping). Use for release preparation or automated deployment. Trigger keywords: export_preset, export_template, headless_export, platform_specific, feature_flag, CI_CD, build_optimization, codesign, Android_SDK.
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 cheat codes, hidden interactions, and unlockable meta-content via time-windowed input sequence buffers, spam thresholds, look-at (dot-product) detectors, progress-% unlocks, and meta persistence in user://secrets.cfg. Use when adding Konami-style codes, curiosity spam eggs, glimmer cues, lockout anti-brute-force, or gallery flags that must survive slot deletes. Keywords: Konami, sequence buffer, meta secrets.cfg, visibility detector, lockout, glimmer, spam threshold, progress unlock.
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 architectural standards for scalable Godot Apps, Tools, EditorPlugins, and Control-heavy UIs using Composition (Has-A Orchestrator + components). Use when building dashboards, tool windows, forms, settings panels, or EditorPlugin UIs. Do NOT use for gameplay entities (Player/Enemy/Weapon/Hitbox) — route those to godot-composition. Trigger keywords: Control, EditorPlugin, tool UI, Orchestrator, VLS, rock test, AuthComponent, ThemeManager, Saveable component, dependency injection.
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 rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.
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。
Agentic eyes for Godot work: cross-platform screenshot CLI (asset/region/window/screen) to budgeted WebP, TEMP editor viewport bridge under .gdskills/, and Taste Receptor Atlas v2 (~237 micro-receptors × 0–2: hierarchy, contrast, typography×41, affordance, space, color, icon, composition, light/FX, motion-tells, anti-slop, originality, identity). Use when agents must see UI, assets, or the editor — not for in-game screenshot Autoloads. Keywords: agent vision, screenshot, WebP, visual QA, taste receptors, typography, UI review, asset sheet, editor viewport, anti-slop.
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。
Bevy ECS skill for adapting a Bevy mobile game to desktop. Keywords: Bevy, desktop, mouse, keyboard, adapt, window.
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。
用于磁盘镜像、内存转储、事件日志、PCAP、隐写分析、Windows 注册表、音频信号、Docker 镜像、coredump 以及已删除文件与凭据恢复等取证类 CTF 题;触发名:ctf-forensics
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。
Universal MCP client for connecting to any MCP server with progressive disclosure. Wraps MCP servers as skills to avoid context window bloat from tool definitions. Use when interacting with external MCP servers (Zapier, Sequential Thinking, GitHub, filesystem, etc.), listing available tools, or executing MCP tool calls. Triggers on requests like "connect to Zapier", "use MCP server", "list MCP tools", "call Zapier action", "use sequential thinking", or any MCP server interaction.
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。
Pick the right ComfyUI startup flags for VRAM, attention, caching, and speed. The full decision matrix for OOM (--novram / --cache-none / --disable-smart-memory), shared-VRAM creep on Windows (--reserve-vram N), model-switching with big text encoders (--cache-none), high-VRAM throughput (--gpu-only / --highvram), and attention-backend selection (--use-sage-attention for speed, --use-pytorch-cross-attention as the highest-quality / Z-Image-safe fallback). Also the acceleration-stack + Blackwell/RTX 5000 (sm_120) notes. Use when a graph OOMs (especially long video like LTX 2 / WAN), when the GPU spills into shared VRAM and slows to a crawl, when switching between models eats all RAM, when Z-Image produces black/garbled output under Sage, or when deciding which attention backend to launch with. Flag names verified against upstream comfy/cli_args.py; see Sources.
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 the Crabbox wrapper for OpenClaw remote validation across Linux, macOS, Windows, and WSL2, including delegated Blacksmith Testbox proof. Report the actual provider and id.
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 for visionOS — spatial layout and ergonomics (60pt eye targets, field-of-view placement, dynamic scale), eyes-and-hands input with hover rules, motion and visual comfort (the 0.2 Hz rule, vection, depth-cue agreement), immersion strategy, spatial sound, and the video-format decision guide. Use when designing or reviewing any visionOS app, window, volume, or immersive experience.
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。
iPadOS-specific patterns including Stage Manager, multi-window, drag and drop, keyboard shortcuts, pointer interactions, and Apple Pencil support. Use when building iPad-optimized features.
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。