Use only after explicit Codex `$superloopy:superloopy-frontend` or Claude Code `/superloopy:superloopy-frontend` invocation for supported screen-based application UI across browser-hosted Web, interactive deployed content-led Web, desktop, mobile/tablet, embedded/hybrid, Qt, custom-rendered, or mixed targets, such a task started with a leading `loopy` or `루피`, or an active Superloopy loop explicitly routing it here. Do not activate from UI, frontend, desktop, mobile, or framework vocabulary alone, or for TV, wearable, XR, automotive, game UI, TUI, static media/document artifacts, or non-UI work.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use whenever the task involves inspecting, modifying, or building plugins for Bethesda games via the forked xEdit automation daemon. Loads first; routes to the right path (MCP intent tool, MCP atomic passthrough, or sub-agent delegation) and prevents the agent from bypassing the harness.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use when a BGS modded game has CTD, crash log, FPS drop, stuttering, freeze, performance, won't start, 崩溃, 掉帧, 卡顿 symptoms and the user needs a symptom-first diagnostic ladder. NOT for proactive post-install testing; use testing-bgs-modpack.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use when starting ANY conversation involving Bethesda Game Studio modding, MO2, xEdit, or modpack curation. Bootstrap that loads the toolkit overview, lists available task skills, and enforces the hard rules of this plugin. Auto-injected by the OpenCode plugin's chat.messages.transform hook and by the hooks/ session-start chain in Claude Code and Codex.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use when the user wants to translate a Bethesda Game Studios plugin (.esp/.esm/.esl) with bgs-translator/xtl, create or inspect a translation project, run LLM batch translation, generate prompt previews, or export SST/XML for xTranslator. Triggers - "translate this mod", "汉化这个 mod", "localize plugin", "build SST", "use xtl", "bgs-translator".
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use when reading, editing, or generating a Bethesda Game Studio load-order file (plugins.txt / loadorder.txt) for Fallout 4, Skyrim SE/AE/VR, Fallout 76, Starfield, or when launching xEdit with a custom plugin list. Authoritative reference for the asterisk-prefix format, official masters detection, ESL handling, and the routing rules between plugins.txt editing and xEdit daemon commands.
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。
hashgraph-online/awesome-codex-plugins☆ 1,3172026年10月14日 更新
Use when designing or auditing AAMAS experiments - self-play and population-based training, opponent selection, equilibrium and regret metrics, game-theoretic simulations, ablations, seeds, hyperparameters, compute, and claim-to-evidence fit - with emphasis on experiments that probe the interaction rather than chase a single-agent leaderboard.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when explaining or planning around AAMAS peer review, covering OpenReview review release, the double-blind rebuttal on preliminary reviews, area-chair discussion, the mixed game-theory, MARL, and systems reviewer pool, the public posting of reviews and decisions, and how acceptance criteria weigh the interaction contribution.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when strengthening AAMAS reproducibility evidence for interaction claims, including proofs and game definitions, opponent and population sets, self-play protocols, random seeds, compute, uncertainty on strategic outcomes, baselines, and consistency between what the paper claims about agents and what the artifact can actually show.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when planning an AAMAS project timeline from venue fit through abstract, full-paper or extended-abstract upload, supplementary material, the double-blind rebuttal, decision, IFAAMAS camera-ready, registration, and presentation, with track-specific deadlines and backward-planning offsets for a game-theory-plus-experiments paper.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when preparing an accepted AAMAS paper for the IFAAMAS open-access camera-ready, covering author de-anonymization, proceedings metadata, two-column reflow of game figures and learning curves, resolving rebuttal-stage promises, registration, in-person presentation, and the public code and environment release for a multiagent paper.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when drafting an AAMAS rebuttal to preliminary OpenReview reviews, covering the double-blind constraint, the no-new-results and no-revised-paper norms, how to answer game-theory, MARL, and systems reviewers at once, and how to give the area chair a clean acceptance rationale within a short response 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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when revising an AAMAS paper so the interaction contribution leads the first page, the solution concept or incentive property is named, the game and agents are legible, claims are paired with proofs or multiagent experiments, the argument fits eight two-column pages plus references, and the wording stays double-blind.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Use when positioning an AAMAS submission against multiagent, game-theory, and reinforcement-learning literature spread across AAMAS, AAAI, IJCAI, NeurIPS, ICML, EC, and JAAMAS, including arXiv and workshop versions, concurrent submissions, prior conference versions, and the cross-community citation coverage AAMAS reviewers expect.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2572026年9月27日 更新
Evaluates genome assembly quality across the three orthogonal axes - contiguity (QUAST auN/NG50/NGx, not bare N50), completeness (BUSCO/compleasm gene-space plus Merqury k-mer completeness), and correctness (reference-free Merqury QV, Inspector/CRAQ structural errors, asmgene false-duplication/collapse). Covers why N50 is the most-gamed metric, why QV measured on the polishing reads is circular, distinguishing uncollapsed haplotigs from real WGD, and the EBP/VGP 6.C.Q40 standard. Use when judging whether an assembly is good enough to annotate or publish, comparing assemblers, diagnosing a fragmented or duplicated assembly, or assessing a phased diploid assembly.
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。
GPTomics/bioSkills☆ 1,2232026年8月15日 更新
Use when the user wants to audit SpriteKit game code for common issues — physics bitmask issues, draw call waste, node accumulation, and action leaks.
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/Axiom☆ 1,2082026年10月14日 更新
Build shared real-time experiences using GroupActivities and SharePlay. Use when implementing shared media playback, collaborative app features, synchronized game state, or any FaceTime, Messages, AirDrop, or nearby visionOS group activity on iOS, macOS, tvOS, or visionOS.
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。
dpearson2699/swift-ios-skills☆ 1,1992026年8月1日 更新
Use for new frontend applications, dashboards, games, creative websites, hero sections, and visually driven UI from scratch, or when the user explicitly asks for a redesign/restyle/modernization. Builds from clean, airy, high-taste, readable image-generated concept design with section-specific references, faithful implementation, and browser testing.
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。
fcakyon/claude-codex-settings☆ 1,1772026年10月13日 更新
Orchestrate App Store releases with asc, including staging a version, uploading or building an artifact, publishing, and submitting for review. Use when the user wants to prepare or execute a release. Keep Game Center item preparation in this skill; route other readiness failures, stuck submissions, cancellation, and retry decisions to asc-submission-health.
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。
rorkai/app-store-connect-cli-skills☆ 1,0762026年10月13日 更新
Fast, lightweight 2D rendering engine for creating interactive graphics, particle effects, and canvas-based applications using WebGL/WebGPU. Use this skill when building 2D games, particle systems, interactive canvases, sprite animations, or UI overlays on 3D scenes. Triggers on tasks involving PixiJS, 2D rendering, sprite sheets, particle effects, filters, or high-performance canvas graphics. Alternative to Canvas2D with WebGL acceleration for rendering thousands of sprites at 60 FPS.
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。
freshtechbro/claudedesignskills☆ 1,0532025年11月20日 更新
Build declarative 3D scenes with React Three Fiber (R3F) - a React renderer for Three.js. Use when building interactive 3D experiences in React applications with component-based architecture, state management, and reusable abstractions. Ideal for product configurators, portfolios, games, data visualization, and immersive web experiences.
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。
freshtechbro/claudedesignskills☆ 1,0532025年11月20日 更新
Comprehensive skill for Adobe Substance 3D Painter texturing and material creation workflow. Use this skill when creating PBR materials, exporting textures for web/game engines, optimizing 3D assets for real-time rendering, or automating texture workflows. Triggers on tasks involving Substance 3D Painter, PBR texturing, material creation, texture export for Three.js, Babylon.js, Unity, Unreal, glTF optimization, or Python API automation. Creates optimized textures for threejs-webgl, react-three-fiber, and babylonjs-engine materials.
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。
freshtechbro/claudedesignskills☆ 1,0532025年11月20日 更新
Use when creating or revising finished video thumbnails or cover images with Scenario: game trailers, boss reveals, patch updates, devlogs, or community videos needing readable composition, exact headline text and consistent characters. Not for title ideas or critique alone, in-video title cards, or a generic image without a thumbnail deliverable.
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/skills☆ 1,0052026年10月14日 更新
Use when a Unity 6.3 game is slow or stutters: low fps, frame spikes, hitches when entering areas or on first effects, GC spikes, too many draw calls or SetPass calls, CPU vs GPU bound questions, Profiler, Profile Analyzer, Memory Profiler, Frame Debugger or Project Auditor work, GPU Resident Drawer or SRP Batcher setup, LOD and Mesh LOD, shader warm-up and variants, memory or VRAM budgets, IL2CPP and build size, or proving a fix with numbers from a player.
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/skills☆ 1,0052026年10月14日 更新