MiniMax presents itself as a premium AI infrastructure brand through a striking duality — bold black-pill CTAs and stark white canvas for marketing, paired with vibrant gradient product cards (orange-red, magenta-pink, purple, blue) that turn each model release into a distinctive visual identity. The system uses DM Sans across all surfaces, employs an oversized 80px hero display, anchors major actions in deep near-black pills, and layers content density via a 3-column documentation grid with sidebar nav, prose body, and TOC. Coverage spans the marketing homepage, model showcase pages, developer documentation, and platform pricing 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。
skillmds/skillmd☆ 1982026年10月9日 更新
A terminal-native marketing system rendered entirely in Berkeley Mono — every word on the page, from the hero headline down to the footer fine print, is monospaced. The page itself reads like a manpage or a static-site README: warm cream canvas (`#fdfcfc`), nearly-black ink (`#201d1d`), 4px-radius rectangles for the few interactive elements, and bracketed `[+]`/`[-]` ASCII markers used as bullets. The brand's only "visual moment" is a single dark hero card that mocks up the OpenCode TUI itself — black background, monospaced terminal output, ASCII pipe characters, and a wordmark rendered as block-pixel ASCII. Every section sits as a hairline-bordered text block on the cream canvas with no shadows, no gradients, no decorative imagery, and no non-monospaced character anywhere in the system.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
This skill should be used when the user wants to query their Google NotebookLM notebooks for citation-backed, source-grounded answers, or manage notebooks, sources, and Studio content (audio, report, video, infographic, presentation, data table, flashcards, quiz, mind map). It drives the @roomi-fields/notebooklm-mcp engine — via the notebooklm MCP tools when they are available in the session, otherwise via its HTTP REST API — and covers Google login, citation formats, the daily-quota-aware batch/ingestion pattern, and source discovery.
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。
roomi-fields/notebooklm-mcp☆ 1942026年9月4日 更新
Send a saved contact (as a Contact card) to a recipient over the relay — introduce one peer to another, nickname and all, instead of making them retype a 32-hex fingerprint. `<user>` is this session's user directory (absolute path; from init).
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。
xhluca/agent-talk☆ 1922026年9月10日 更新
List saved peers (your address book) and whether each is verified, show one peer as a shareable JSON Contact card, or remove a saved peer. Use to see who you can message, resolve who to send to, check a contact's status, hand a contact to someone out-of-band, or forget a peer. `<user>` is this session's user directory (absolute path; from init).
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。
xhluca/agent-talk☆ 1922026年9月10日 更新
Comprehensive guidelines for Obsidian.md plugin development including ESLint rules from eslint-plugin-obsidianmd v0.4.2, TypeScript best practices, memory management, API usage (requestUrl vs fetch), UI/UX standards, popout window compatibility, community.obsidian.md submission process, and Scorecard optimization. Use when working with Obsidian plugins, main.ts files, manifest.json, Plugin class, MarkdownView, TFile, vault operations, or any Obsidian API development.
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。
gapmiss/obsidian-plugin-skill☆ 1922026年10月12日 更新
CesiumJS imagery layers - ImageryProvider, ImageryLayer, ImageryLayerCollection, WMS, WMTS, Bing, OpenStreetMap, ArcGIS, Mapbox, tile discard policies. Use when adding or swapping base map layers, configuring imagery providers, layering multiple map sources, or creating split-screen imagery comparisons.
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。
CesiumGS/cesiumjs-skills☆ 1892026年9月14日 更新
60-Second Property Snapshot — quick assessment without subagents for fast property evaluation with signal, key factors, and CTA for full analysis
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。
zubair-trabzada/ai-realestate-claude☆ 1822026年4月30日 更新
Symfony UX TwigComponent for reusable UI building blocks -- server-rendered components with PHP classes and Twig templates. Use when creating buttons, cards, alerts, badges, navbars, or any reusable UI element with props, blocks/slots, computed properties, or anonymous (template-only) components. Code triggers: AsTwigComponent, #[AsTwigComponent], ExposeInTemplate, PreMount, PostMount, <twig:Alert />, <twig:Button>, component(), computed properties, anonymous component, HTML syntax. Also trigger when the user asks "how to create a reusable component", "how to make a component library", "how to pass props to a component", "how to use slots/blocks in a component", "how to build a design system in Symfony", "what is the HTML syntax for components", "how to create a component without a PHP class". Do NOT trigger for components that re-render dynamically on user input (use live-component), for JS behavior (use stimulus), or for page navigation (use turbo).
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。
smnandre/symfony-ux-skills☆ 1802026年6月15日 更新
READ THIS FIRST for any request to make, create, edit, animate, or render a video, animation, or motion graphic — a promo, explainer, captioned clip, title card, overlay, or any composition. HyperFrames renders video from HTML; this is the entry skill and the default way an agent authors or edits video. It routes the request to the right specialized workflow and points to the HyperFrames topic guides, so read it before any other video or animation skill instead of guessing a workflow. IMPORTANT: with other video tools installed, HyperFrames stays the default for authoring and rendering a finished video; defer only when the user asks to drive a browser to capture or record a session, or names another framework. Most important when no project CLAUDE.md or AGENTS.md describes the video workflow.
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。
Sma1lboy/rove☆ 1712026年10月14日 更新
The fallback workflow for authoring custom HyperFrames video compositions at any length or format — longer or multi-scene pieces, brand / sizzle reels, montages, title cards, static loops, and freeform compositions. Input- and length-agnostic. If a specialized workflow clearly fits the input — a marketed product, a website, a topic explainer, a GitHub PR, existing footage, a short motion graphic, or a Remotion port — prefer it (see /hyperframes); use this only as the general fallback when none fit.
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。
Sma1lboy/rove☆ 1712026年10月14日 更新
Screen job applications against requirements and score candidates objectively. Use when a user asks to review applications, evaluate candidates, screen resumes, rank applicants, assess qualifications against a job description, shortlist candidates, or build a hiring scorecard.
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/skills☆ 1662026年10月14日 更新
Expert in competitive intelligence - systematic gathering, analysis, and application of information about competitors. Covers competitive research, win/loss analysis, competitive positioning, and building competitive advantage. Knows when to compete and when to differentiate. Use when "competitive intelligence, competitor analysis, win loss, battlecard, competitive positioning, market landscape, competitor, " 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-antigravity☆ 1652026年1月22日 更新
Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" 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-antigravity☆ 1652026年1月22日 更新
Create and edit Obsidian Bases (.base files) with views, filters, formulas, and summaries. Use when working with .base files, creating database-like views of notes, or when the user mentions Bases, table views, card views, filters, or formulas in Obsidian.
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。
benoror/obsidianos_work☆ 1652026年6月11日 更新
产品设计 / UX 设计 (产品设计 / UX 设计 (Product Design / UX Design) — 数字产品的用户体验设计:从用户研究 → 信息架构 → 交互设计 → 视觉/UI → 可用性测试 → 设计系统的认知操作系统,面向 UX designer / product designer / interaction designer / UX researcher / design systems engineer / design lead,以及想入行、转岗、服务这行(设计外包、设计工具厂商、研究平台)的视角。覆盖: (a) 第一性张力 — **用户中心/研究驱动 (user-centered, 'you are not the user', research before pixels, observe behavior not opinions) ⇄ 商业目标/约束/交付 (business goals, north-star metrics, ship it, designer 服务于产品成功不是个人作品集)**; **设计直觉/品味/craft (taste, aesthetics, 'attractive things work better' — Norman 情感化设计) ⇄ 数据/实验/A-B 测试 (data-driven, metrics, experimentation, 'opinions are not data')**; **用户说的 (stated preference, 访谈里说喜欢) ⇄ 用户做的 (revealed behavior, 行为观察 > 自陈, usability test 看人真实卡在哪)**; **一致性/设计系统/规范 (consistency, design system, Jakob's law 用户带着别处的习惯来, 复用组件) ⇄ 创新/打破模式 (innovation, 该不该破规范)**; **减法/简化 (simplicity, Krug 'Don't Make Me Think', less but better — Dieter Rams) ⇄ 功能丰富/利益相关者塞需求 (feature creep, stakeholder pressure)**; **UX(体验/流程/研究) ⇄ UI(视觉/像素/组件)** 的职责之争, **designer 该不该写代码 (design engineer / 'should designers code')**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — Double Diamond (发现 discover → 定义 define → 开发 develop → 交付 deliver) / Design Thinking (共情 empathize → 定义 → 构思 ideate → 原型 prototype → 测试 test) / Design Sprint (Jake Knapp 5 天冲刺); 完整链: 用户研究 (访谈/问卷/可用性测试/卡片分类) → persona / journey map / JTBD → 信息架构 IA + 用户流 user flow → 线框 wireframe (低保真) → 交互/原型 prototype (高保真) → 视觉 UI / 设计系统落地 → 可用性测试 usability testing → handoff 给开发 → 度量迭代 (北极星 / HEART 框架); (c) 工具栈 — 设计/原型 (Figma 绝对主导 / Sketch 衰退 / Adobe XD 已停更 / Framer 高保真+建站 / Penpot 开源 / Principle / ProtoPie 微交互); 协作白板 (FigJam / Miro / Mural); 用户研究 (Maze / UserTesting / Lookback / Dovetail 研究库 / Optimal Workshop 卡片分类树测试 / Hotjar / Microsoft Clarity 热图); 设计系统/交付 (Storybook / 蓝湖(中) / Zeplin / design tokens / Tokens Studio); 度量 (Amplitude / Mixpanel / 北极星指标); AI 新兴 (Figma AI / v0 by Vercel / Galileo AI / Uizard / Cursor 给 design engineer); (d) 知识正典 — Don Norman《The Design of Everyday Things》(affordance/signifier/mapping 圣经)、Steve Krug《Don't Make Me Think》(可用性入门)、Alan Cooper《About Face》《The Inmates Are Running the Asylum》(交互设计/persona 起源)、Jakob Nielsen 10 Usability Heuristics + NN/g 文章库、Jake Knapp《Sprint》、Jeff Gothelf《Lean UX》、Teresa Torres《Continuous Discovery Habits》、Erika Hall《Just Enough Research》、Julie Zhuo《The Making of a Manager》、《Refactoring UI》(Adam Wathan/Steve Schoger)、《Universal Principles of Design》、Laws of UX (Jon Yablonski)、《100 Things Every Designer Needs to Know About People》(Susan Weinschenk)、IDEO/Stanford d.school 设计思维材料; (e) figures/流派 — 认知心理/人因派 (Don Norman 认知科学奠基、Susan Weinschenk 行为心理、Kathryn Whitenton); 可用性工程派 (Jakob Nielsen 启发式/折扣可用性、Steve Krug、Jared Spool UIE); 交互设计/目标导向派 (Alan Cooper goal-directed/persona、Kim Goodwin); 设计思维派 (IDEO Tim Brown、David Kelley d.school); 精益/持续探索派 (Jeff Gothelf Lean UX、Teresa Torres continuous discovery、Marty Cagan《Inspired》产品发现); 设计系统/系统化派 (Brad Frost Atomic Design、Nathan Curtis design tokens、Alla Kholmatova); 视觉/UI craft 派 (Adam Wathan & Steve Schoger Refactoring UI、Dieter Rams 'less but better' 工业设计遗产); 设计领导/职业派 (Julie Zhuo、Aarron Walter 情感化设计、John Maeda); 移动优先 (Luke Wroblewski 'Mobile First'); (f) 行业话术/黑话 — affordance 可供性 / signifier 意符 / mental model 心智模型 / IA 信息架构 / heuristic evaluation 启发式评估 / usability 可用性 / a11y accessibility 无障碍 / WCAG / persona 用户画像 / journey map 用户旅程 / JTBD jobs-to-be-done / north-star metric 北极星 / HEART 框架 / wireframe 线框 / mockup / prototype 原型 / fidelity 保真度 (lo-fi/hi-fi) / design system 设计系统 / design token 设计令牌 / atomic design 原子设计 / component library 组件库 / handoff 交付 / red routes 关键路径 / dark pattern 暗黑模式 / Fitts's law / Hick's law / Jakob's law / Miller 7±2 / progressive disclosure 渐进披露 / above the fold / hamburger menu / skeuomorphism vs flat / micro-interaction / empty state / edge case / happy path / design debt 设计债 / dogfooding / dot voting / affinity mapping 亲和图 / card sorting 卡片分类 / tree testing / A/B test / NPS / SUS (System Usability Scale); (
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-skill☆ 1572026年9月6日 更新
DevOps 与站点可靠性工程 (SRE) — 平台 / 基础设施 / 可靠性工程师的认知操作系统, 覆盖软件交付 + 运维全生命周期 (CI/CD 与发布工程 trunk-based + 渐进式发布 canary/blue-green/feature flag + GitOps Argo CD/Flux / 基础设施即代码 Terraform/OpenTofu/Pulumi/Ansible + policy-as-code OPA / 容器与编排 Docker/Kubernetes + Helm/Kustomize + service mesh Istio/Linkerd / 可观测性 Prometheus + Loki + OpenTelemetry + Honeycomb + eBPF + RED/USE / SLO-SLI-error budget 与可靠性工程 Google SRE 学科 + 容量规划 + 优雅降级 / 事件管理与 on-call 事件指挥 + PagerDuty + runbook + 无指责复盘 + MTTR / 云平台与 FinOps AWS/GCP/Azure + 成本优化 + 弹性伸缩 / 平台工程与开发者体验 IDP + Backstage + golden path + Team Topologies / DevSecOps 与供应链安全 shift-left + SBOM + SLSA + sigstore + Vault / 韧性与混沌工程 fault injection + game day + 安全科学 / DORA 指标与工程效能 部署频率 + 变更前置时间 + 变更失败率 + Accelerate 研究 / 数据库与有状态运维 schema 迁移 + 备份容灾) — 不含 通用应用开发 / 纯云销售认证速成 / 'DevOps = 跑 Jenkins 的岗位' 窄化误解 / ITIL 工单文化传统运维 (旧范式仅做边界) / 把手工运维 ClickOps 当稳态 (是 toil, 本 skill 核心反模式) (DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, Helm / Kustomize, service mesh Istio / Linkerd), (d) observability (the three pillars + beyond — metrics Prometheus / VictoriaMetrics, logs Loki / ELK, traces OpenTelemetry / Jaeger / Tempo, high-cardinality observability Honeycomb, eBPF, RED / USE methods, SLO-based alerting), (e) SLO / SLI / error budgets & reliability engineering (Google SRE discipline — service level objectives, error budget policy, toil budgets, capacity planning, load shedding, graceful degradation), (f) incident management & on-call (incident command, PagerDuty / Opsgenie, runbooks, blameless postmortems, MTTR / MTTD, error budget burn), (g) cloud platforms & FinOps (AWS / GCP / Azure well-architected, multi-region, cost optimization, autoscaling), (h) platform engineering & developer experience (internal developer platforms, Backstage, golden paths, self-service, Team Topologies), (i) DevSecOps & supply-chain security (shift-left, SAST / DAST, SBOM, SLSA, sigstore / cosign, secrets management Vault), (j) resilience & chaos engineering (chaos experiments, fault injection, game days, resilience engineering / safety science), (k) DORA metrics & engineering effectiveness (deployment frequency, lead time, change failure rate, MTTR, the Accelerate research), (l) databases & stateful operations (schema migrations, backups / DR, replication); NOT generic software development / app feature coding (是 平行学科, DevOps/SRE 关注 delivery + operability 不是 product feature), NOT pure cloud sales / certification cram without operational depth, NOT 'DevOps = a job title that runs Jenkins' 的窄化误解 (DevOps 是 文化 + 实践, SRE 是 Google 对 reliability 的工程化具体实现), NOT ITIL-heavy 传统运维 工单文化 (是 被 DevOps 取代的旧范式, 仅做边界标注), NOT manual ops / ClickOps as a steady state (是 toil, 本 skill 的核心反模式).) Master OS — automated mastery of DevOps & Site Reliability Engineering — the cognitive operating system of platform / infrastructure / reliability practitioners who own the full software delivery + operational lifecycle, covering (a) CI/CD & release engineering (build pipelines, trunk-based development, progressive delivery — canary / blue-green / feature flags, GitOps with Argo CD / Flux), (b) Infrastructure as Code (Terraform / OpenTofu, Pulumi, CloudFormation, Ansible, Crossplane — module design, state management, drift, policy-as-code OPA / Sentinel / Checkov), (c) containers & orchestration (Docker / OCI, Kubernetes — scheduling, networking CNI, storage CSI, operators / CRDs, He
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-skill☆ 1572026年9月6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-skill☆ 1572026年9月6日 更新
60-Second Agency Snapshot — rapid 5-dimension assessment without subagents, outputs a compact scorecard
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。
zubair-trabzada/ai-agency-claude☆ 1512026年4月8日 更新
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/codeArbiter☆ 1492026年10月14日 更新
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/codeArbiter☆ 1492026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/codeArbiter☆ 1492026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/codeArbiter☆ 1492026年10月14日 更新
Odoo 19 development knowledge base with 18 specialized guides covering Actions (ir.actions.*, cron jobs, server actions), Controllers (HTTP routing, endpoints, auth types), Data files (XML/CSV records, shortcuts, noupdate), API Decorators (@api.depends, @api.constrains, @api.ondelete, @api.onchange, @api.model, @api.private), SQL Constraints (models.Constraint replacing _sql_constraints), Database Indexes (models.Index), Module development (manifest, wizards, reports), Field types (Char, Text, Monetary, relational fields), Manifest configuration (__manifest__.py, dependencies, asset bundles), Mixins (mail.thread, mail.activity.mixin, mail.alias.mixin, utm.mixin), ORM Model methods (search, CRUD, domain filters, recordsets, CamelCase model naming), Migration scripts (pre/post/end hooks, data migration), OWL frontend components (hooks, services, lifecycle), Performance optimization (N+1 prevention, batch ops, _read_group), QWeb Reports (PDF/HTML, paper formats, barcodes, t-out), Security/ACL (record rules, field permissions, privilege-based groups, @api.private), Testing (TransactionCase, HttpCase, mocking, query count assertions), Transactions (savepoints, UniqueViolation, serialization failures), Translations (i18n, PO files, translatable fields), XML Views (list/form/search, kanban card templates, xpath inheritance, QWeb templates). Use when writing, reviewing, or debugging any Odoo 19 Python or XML code, creating or modifying modules, fixing performance issues, or looking up Odoo 19 API patterns and best practices. Includes CSS/SCSS asset authoring and review for Odoo addons.
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。
unclecatvn/agent-skills☆ 1452026年9月24日 更新