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cccskills

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1,313 件 ・ 関連度順

概要と使いどころ

bitbucket

無料

Manage repositories, pipelines, and code review with Bitbucket Cloud. Use when a user asks to set up Bitbucket repositories, configure Bitbucket Pipelines for CI/CD, manage pull requests, set up branch permissions, use Bitbucket REST API 2.0, create webhooks, manage deployment environments, set up code review workflows, integrate with Jira, configure merge checks, or automate repository operations. Covers repository management, CI/CD pipelines, code review, deployments, and Atlassian ecosystem integration.

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。

TerminalSkills/skills1672026年10月14日 更新

Activepieces is an open-source workflow automation platform with a visual builder, 400+ integrations ("pieces"), code steps, branching, loops, and webhooks. Use when a user asks to self-host a Zapier or n8n alternative, automate workflows with a no-code builder, build a custom integration piece, or set up open-source business automation.

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。

TerminalSkills/skills1672026年10月14日 更新

One-command GitHub repository health audit. Checks for missing standard files, GitHub configuration, branch protection, documentation quality, and code hygiene. Produces a scored health report with prioritized fix recommendations.

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。

thatrebeccarae/claude-marketing1662026年5月15日 更新

langgraph

無料

Expert in LangGraph - the production-grade framework for building stateful, multi-actor AI applications. Covers graph construction, state management, cycles and branches, persistence with checkpointers, human-in-the-loop patterns, and the ReAct agent pattern. Used in production at LinkedIn, Uber, and 400+ companies. This is LangChain's recommended approach for building agents. Use when "langgraph, langchain agent, stateful agent, agent graph, react agent, agent workflow, multi-step agent, langgraph, langchain, agents, state-machine, workflow, graph, ai-agents, orchestration" 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-antigravity1652026年1月22日 更新

Challenges a recommendation, design, large change, or any artifact submitted for hard review (spec, proposal, policy, plan) across 5 dimensions (consistency, completeness, actionability, alignment, risk), from the standards of a named senior expert in the artifact's domain and ideally from a fresh context or a different model. Searches assuming defects exist and reports only those that survive evidence. Panel mode runs several independent lenses in parallel on a release candidate, verifies every finding against the current head, and routes confirmed ones to file owners. Use before shipping a significant recommendation, design, large branch, or multi-agent release, or when asked to tear something apart, be brutally honest, or poke holes in it.

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。

ash1794/vibe-engineering1642026年10月8日 更新

Provide safe git commands for common tasks. Use when a junior developer needs help with branching, commits, or resolving simple conflicts.

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。

proflead/codex-skills-library1582026年7月29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-skill1572026年9月6日 更新

push

無料

Push current branch changes to origin and create or update the corresponding pull request; use when asked to push, publish updates, or create a pull request.

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。

sushaantu/boxento1532026年10月8日 更新

Runs a long swarm of hundreds to thousands of cheap headless coding workers that drive a large failing-test backlog to green. Failures are clustered by signature, each worker fixes one cluster in its own git worktree, a serial no-regression merge gate lands the fixes, the loop resumes across restarts for hours, and it federates across sibling sessions over git branches when one container's CPU is not enough. Use for "fix these thousands of failing tests with a Haiku swarm", "drive the test suite to green with hundreds of agents", "build this compiler or interpreter against a conformance suite", "launch, relaunch or check in on the swarm loop", "the swarm is stuck, idle or rejecting everything", "parallel agents fixing tests keep hitting merge conflicts and regressions", "add sibling containers to the swarm", or "compare models on the tail the swarm could not fix". Ships the harness, a per-project TOML config, a fake-worker selftest, check-in signals and the 2026-10-12 haiku-cc failure catalogue.

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。

oaustegard/claude-skills1522026年10月14日 更新

Use when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with newChoiceOption/newCloseChoiceOption, conditional/branching labels, or wiring up narration.call/jump/continue and Game.start to progress the story.

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。

DRincs-Productions/pixi-vn1522026年10月1日 更新

Use when an AI agent (or any external script) needs to play-test a running Pixi'VN game end-to-end in a real browser — starting the game, advancing/branching the story, answering input prompts, going back, and reading/writing storage — via `Game.testing`, the opt-in devtools bridge exposed on `window`. Load this before wiring up automated/agent-driven playtesting, not for authoring story content itself (see `pixi-vn-narration`).

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。

DRincs-Productions/pixi-vn1522026年10月1日 更新

Enables GitHub repository operations (read/write/commit/PR) for Claude.ai chat environments. Use when users request GitHub commits, repository updates, DEVLOG persistence, or cross-session state management via GitHub branches. Not needed in Claude Code (has native git access).

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。

oaustegard/claude-skills1522026年10月14日 更新

File-upload bridge for Claude Code on the Web. CCotw has no native file mount; this skill creates a throwaway GitHub branch the user can drop files onto via the github.com web UI, then fetches them locally on the next turn. Use when the user wants to upload, share, or send files into the session, or when a task clearly needs files the user has on disk that aren't in the repo.

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。

oaustegard/claude-skills1522026年10月14日 更新

ca-spike

無料

Exploratory spike on a throwaway branch — answer a named question with disposable code. Never merges; exits to a findings note or /ca-feature.

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。

arbiterForge/codeArbiter1492026年10月14日 更新

ca-status

無料

Show the project's current state at a glance — stage, open tasks, open questions, overrides since the last checkpoint, current branch. Read-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。

arbiterForge/codeArbiter1492026年10月14日 更新

ca-spike

無料

Exploratory spike on a throwaway branch — answer a named question with disposable code. Never merges; exits to a findings note or $ca-feature.

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。

arbiterForge/codeArbiter1492026年10月14日 更新

ca-pr

無料

Open a PR or finish branch disposition; route CI watching and post-merge cleanup to their owners. Merge and discard need explicit authority.

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。

arbiterForge/codeArbiter1492026年10月14日 更新

Clean up an already-merged local branch after proving containment. Confirm each discard and preserve unique 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。

arbiterForge/codeArbiter1492026年10月14日 更新

Clean up an already-merged local branch after proving containment. Confirm each discard and preserve unique 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。

arbiterForge/codeArbiter1492026年10月14日 更新

Use when the platform is Shopify or the run needs the Shopify-specific schema, sync, install, or verification branch.

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。

jtrackingai/analytics-tracking-automation1422026年4月29日 更新

Create user flow diagrams showing paths, decisions, and branch logic.

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。

Infrasity-Labs/dev-gtm-claude-skills1412026年6月29日 更新

autodev

無料

Feature auto-development — clarify requirements, generate spec, dispatch dev sub-agent to implement and merge into current branch

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。

ZhangShenao/harness91412026年10月14日 更新

backlog

無料

EXPERIMENTAL. Use when working the project-wide out-of-scope backlog at .reviews/code/backlog.md and .reviews/security/backlog.md — cleaning it of entries that are already fixed or gone, or picking the next entry and fixing it end-to-end. Not for producing backlog entries — that is the agentic-review skill — and not for reviewing a branch diff.

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。

Ovid/paad1342026年10月14日 更新

backlog

無料

EXPERIMENTAL. Use when working the project-wide out-of-scope backlog at paad/code-reviews/backlog.md and paad/security/backlog.md — cleaning it of entries that are already fixed or gone, or picking the next entry and fixing it end-to-end. Not for producing backlog entries — that is /agentic-review — and not for reviewing a branch diff.

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。

Ovid/paad1342026年10月14日 更新