Create or update skills. Use when designing, structuring, or packaging skills with scripts, references, and assets.
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
Create or update skills. Use when designing, structuring, or packaging skills with scripts, references, and assets.
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。
Analyzes meeting transcripts and recordings to uncover behavioral patterns, communication insights, and actionable feedback. Identifies when you avoid conflict, use filler words, dominate conversations, or miss opportunities to listen. Perfect for professionals seeking to improve their communication and leadership skills.
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。
Guide for creating effective skills. This skill should be used when users want to create a new skill (or update an existing skill) that extends Claude's capabilities with specialized knowledge, workflows, or tool integrations.
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。
检查并更新花叔系 skills。用户说「检查skill更新」「更新花叔的skill」「skill是不是最新的」时触发。按各仓库的版本标签判断有没有新版本,只提示,是否更新由用户决定。
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。
Mainland-Chinese TV-series craft, documents and production chain (国产剧创作体系与制片链) — the China layer parallel to the Japanese and Korean/French skills. Distilled from Yao Kougen 姚扣根《电视剧写作概论》(2016; series taxonomy, four Chinese script formats, the 3-minute/15-minute/episode-end suspense law, 36 situations), Zhang Wei 张巍《电视剧改编教程》(2014; five source types, sell-point migration, six case studies), Zhang Mingzhi & Song Peiyi《电视剧出品人与制片人教程》(2016; running-time rules, two-stage censorship, scene-breakdown sheet, contracts), Zhao Binbin《影视剧片段改编教程》(2016; film to stage fragment), plus official Chinese renderings of US TV terms from the translated Douglas and Blum textbooks. Use when writing or judging a 国产剧, turning a novel or IP into a 30–50 episode drama, writing a 策划书 / 分集梗概 / 人物小传, formatting a Chinese teleplay, sizing episode count and word count, checking content red lines and the 立项/备案/审查 chain, reading a Chinese screenwriter contract, or mapping US series vocabulary onto Chinese usage.
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。
Project orchestrator for the screenwriting skill set (剧本项目主线调度 / 状态存档 / story bible) — a meta-skill that adds no new craft knowledge but routes a screenplay or stage-play project through stages (premise → structure → character → scenes → draft → revision → submission) and a TV / streaming series project (电视剧 / 剧集 / pilot / 一季) through a separate series stage table (engine → character network & season arc → documents/bible → pilot structure → break story & outline → draft → submission), names which sw-* skill to invoke at each stage, defines each stage's deliverable and advisory exit check, and keeps all project state in a story-bible.md file so work can resume across sessions. Use when starting a new script project, resuming one ("continue my screenplay", "where were we"), when the user asks "what should I do next" on a script, when converting a vague idea into a full development pipeline, or when the other sw-* skills are firing individually and the overall process needs sequencing.
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。
Playwriting for banqiang-system Chinese opera (板腔体:京剧、豫剧、越剧、秦腔、评剧、沪剧、淮剧、川剧弹戏), where sung passages are paired seven- or ten-character lines varied by metre (板式) rather than filled into fixed tune patterns. Covers genre (唱工戏/做工戏/武戏), the main line, technical structure and 排场, how 行当 and a named star decide the writing, 程式, lyric craft (唱词:上下句、重点句、垛句、辙口), 宾白 and the sung/spoken seam, duets, what the writer marks on the page (Peking-opera vs Yue-opera style), the interface with actors and musicians, restoring old plays, and three contemporary routes including 现代戏. Sources; 范钧宏、翁偶虹、刘吉典、樊尚林、张庚郭汉城、罗怀臻、陆军, plus full scripts (锁麟囊/沙家浜/白蛇传/朝阳沟/潘金莲). Use when writing or revising 唱词, choosing 板式, writing for a performer or role-type, adapting a traditional play, writing a 现代戏, judging a project's genre, marking 锣鼓, or drawing the boundary before general dramaturgy skills apply. Not for 元杂剧/传奇/昆曲, which are the qupai system; see sw-chinese-opera-qupai.
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。
AI DevKit · Review code, skills, and prompts for security vulnerabilities — OWASP Top 10, prompt injection, business logic flaws, and insecure defaults. Use when reviewing PRs, auditing modules, reviewing AI skills/prompts, or preparing for release.
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。
自进化 skills。记录用户反馈,更新方法论和规则。触发词:更新规则、记录反馈、改进skill
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。
Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.
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。
Create and control VFX in Unreal Engine 5 with Niagara: systems and emitters, modules and the spawn/update stages, exposed User parameters, and spawning or driving effects from Blueprints or C++. Use when building particle effects, NS_/NE_ assets, spawning a Niagara system at runtime, setting User parameters, or when the user mentions Niagara, VFX, or a particle system in 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 Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.
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。
Light and shade a three.js scene: choose materials (MeshStandardMaterial PBR vs unlit MeshBasicMaterial), add ambient/hemisphere/directional/point/spot lights, turn on shadow maps, and use an environment map (IBL) for realistic reflections. Use when a three.js model looks black, flat, or wrong — when the user mentions three.js materials, MeshStandardMaterial, lights, shadows, envMap, or PBR. For renderer/loop setup use threejs-scene-setup; for loading models use threejs-gltf-loading.
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。
Architect Unity 6.3 LTS data and decoupling with ScriptableObjects: config/data assets, shared runtime variables, event channels, and runtime sets/registries. Use when designing data-driven systems, replacing singletons/managers, creating .asset data with CreateAssetMenu, or when the user mentions ScriptableObject, SO architecture, or data assets.
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。
Package and ship an Unreal Engine 5 project: the Platforms menu Package Project flow, build configurations (Development vs Shipping), cooking content, packaging settings and the Game Default Map, and command-line builds with RunUAT BuildCookRun. Use when packaging a build, making a shipping build, cooking content, configuring packaging settings, or when the user mentions package Unreal, cook content, shipping build, or BuildCookRun.
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。
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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。
Publish or update a game on Steam with Steamworks and SteamPipe: configure depots and packages, upload builds with steamcmd, set a build live on a branch, and run the release checklists. Use for Steam publishing, app_build.vdf/steamcmd uploads, depots, beta branches, or a store page release.
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。
Routes any game-development request to the right specialized skill(s): it detects the engine (Godot, Unity, Unreal, Bevy, Phaser, PixiJS, three.js, LÖVE, pygame, Roblox) and the task, then reads the chosen skill before acting. Use to make a game or to decide which skill applies — for players, levels, enemies, shaders, art direction, sprites, tiles, textures, 3D assets, UI/UX, cameras, game feel, physics, input, audio, saving, multiplayer, AI, dialogue, procedural generation, or performance, for genres (platformer, roguelike, RPG, FPS, tower-defense, card game, visual novel, survival-crafting, puzzle), and for shipping (game jam, Steam, itch). Start here when unsure which gamedev skill to use.
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。
Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.
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 and ship Unity 6.3 LTS players: build settings and scenes, player/quality settings, the IL2CPP vs Mono scripting backend, managed code stripping, scripted BuildPipeline.BuildPlayer, and CI/headless builds. Use when configuring or automating a build, choosing a scripting backend, shrinking build size, or when the user mentions Unity build, player settings, IL2CPP, code stripping, or Addressables.
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 a playable prototype in about an hour to answer one question — is it fun? — with greybox primitives, a hard timebox, and explicit keep/kill criteria. Use when prototyping a mechanic, making a vertical slice or MVP, greyboxing/blockout, or judging throwaway vs keep.
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 NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
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。
Stand up a three.js scene: import maps and the three/addons path, the Scene/PerspectiveCamera/WebGLRenderer trio, the setAnimationLoop render loop, responsive resize, and OrbitControls. Use when starting or debugging a three.js app — when the user mentions three.js, THREE.Scene, WebGLRenderer, PerspectiveCamera, the render loop, resizing, or OrbitControls. For models use threejs-gltf-loading; for materials/lights use threejs-materials-lighting.
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。
Drive Unity 6.3 LTS character animation with Animator Controllers: states, transitions, parameters, blend trees, animation layers, and humanoid Avatar IK. Use when wiring an Animator, setting parameters from script (SetFloat/SetBool/SetTrigger), building blend trees, or when the user mentions Animator, Mecanim, state machine, blend tree, or .controller.
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。