Runs plugin health checks (venv packages, skill registration, and album slug collisions). Use when the user asks to check plugin health, verify setup, or troubleshoot missing 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。
120 件 ・ 関連度順
概要と使いどころ
Runs plugin health checks (venv packages, skill registration, and album slug collisions). Use when the user asks to check plugin health, verify setup, or troubleshoot missing 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。
Write, run, or repair .NET tests that use TUnit. Use when a repo uses `TUnit`, `TUnit.Playwright`, `[Test]`, `[Arguments]`, `ClassDataSource`, `SharedType.PerTestSession`, or Microsoft.Testing.Platform-based execution. Preserve TUnit's parallel-by-default model and constrain only destructive shared-state collisions. DO NOT USE FOR: xUnit projects; MSTest projects.
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。
Dispatch independent tasks to parallel workers or subagents without write collisions. Use when: running or planning agents in parallel, even two; check scopes before any launch.
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。
Jewish and Hebrew wisdom - Order before creation, Kabbalah Tree of Life, Gematria navigation, Talmudic argument as collision, Tzimtzum incompleteness
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 Diffusion Planner for nuPlan autonomous-driving trajectory generation: prepare model-ready data, train or resume the diffusion model, configure closed-loop planning, and add differentiable collision or classifier guidance.
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。
Guides CUDA-accelerated cuRobo v2 robotics workflows for robot models, differentiable kinematics, collision-aware IK and motion planning, trajectory optimization, MPC, perception mapping, and motion retargeting.
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。
Unreal Engine-specific Blender export for FBX scale, LODs, UCX collision, sockets, materials, and skeletal mesh workflows via MCP.
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。
Unity-specific Blender export for scale, axis, materials, humanoid/generic rigs, LODs, and collision import via MCP.
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。
Godot-specific Blender export favoring GLTF/GLB with correct scale, materials, animation clips, and collision shapes via MCP.
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。
Production export from Blender to FBX, GLTF, OBJ, USD, and Alembic with scale, pivot, rotation, normals, materials, animation, and collision verification via MCP.
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 an existing codebase using strategic Domain-Driven Design to discover bounded contexts, surface ubiquitous language and semantic collisions, find places where code boundaries diverge from domain boundaries, and produce an evidence-backed domain and context map. Use when the goal is DDD-specific: bounded context discovery, ubiquitous language analysis, domain model discovery, or mapping contested ownership and responsibility. The entire repository is a valid scope; no module or directory must be named first. Does not assess architectural coupling, cohesion, or technical debt — use architectural-analysis. Does not design service communication, integration patterns, or deployment topology — use architectural-analysis or plan-a-feature. Does not refactor code, diagnose bugs, or review code quality — use refactor, investigate, or code-review.
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。
Think and work like an expert Galactic Astronomer. Use when a task calls for Galactic Astronomer judgment. Reasons from distance ladders, dust extinction, and survey selection functions through Gaia DR3 cross-matches, isochrone and Bayesian SFH fitting (PARSEC/MIST, Starfish), and orbit integration in named potentials (McMillan17, MWPotential2015) via galpy, Agama, and Gala, while treating parallax-S/N and RUWE failures, unresolved binaries and fiber collisions, dust-or-crowding overdensities, and spiral-arm-mimicking-streams as first-class failure modes.
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。
Excalibur.js is a TypeScript-first 2D game engine for the browser with actors, scenes, collision physics, animation, sound, input and a Tiled map plugin. Use when the user wants to build or debug a browser game with Excalibur, load Tiled maps, animate sprite sheets, handle keyboard or pointer input, or manage scenes and cameras.
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。
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" 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。
Building interactive experiences that engage, challenge, and delight playersUse when "game, gamedev, game development, phaser, unity, unreal, godot, gameplay, game loop, sprites, collision, physics, player, level, tilemap, games, gamedev, interactive, gameplay, physics, engines, performance, player-experience" 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。
Suede Thought Graph shipping search for a multi-file repo change. Use when competing implementation plans need one evidence-gated selection before any build. Halts on hazards, collisions, budget exhaustion, or no safe winner. Reads production; never deploys. NOT FOR: bulk independent work (use a separate private worker-fleet pass); findings-only diff review (use suede-code-review); CI or branch-protection wiring (use suede-ci-gate); copy-only shipping (use suede-ship-copy).
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。
Suede Labs agent-team orchestrator: split complex work into coordinated lanes with explicit file ownership, WIP collision detection, quality gates, escalation thresholds, rollback plans, and handoffs that prove what shipped. Use when one shared change needs safe parallel ownership across builders and reviewers, when a lane map must be resolved before anyone opens a file, or when running a repeatable public-repository contribution program with issue scoring, atomic task leases, isolated worktrees, and explicit publication authority. NOT FOR: one repo change a bundled DAG can run end to end (use suede-graph-flo-xr); findings-only review of a diff (use suede-code-review) or an A-F ship grade (use suede-code-grader); CI, branch protection, or merge-gate wiring (use suede-ci-gate); branch and worktree setup on a stale mirror (a private Suede Labs companion, not in this pack).
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 this skill when simulating vehicle motion, calculating safe following distances, time-to-collision, speed/position updates, or implementing vehicle state machines for cruise control modes.
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。
Authors or extends a skill in mc-agent-toolkit. Gates for forbidden buckets and name collisions, applies CONTRIBUTING's extend-or-split rules, then edits a peer skill or hands off to Anthropic's skill-creator and walks the registration checklist.
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。
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes Unreal collision hulls and Multires normal-map baking for low-poly export, per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF / FBX / OBJ / STL / USD", "package for Unity / Unreal / Three.js / web / AR / 3D print", or any output format conversion. Make sure to use this skill even if the user does not say "export" — also covers "package this for the web", "make it work in Unity", "send to Unreal", "save for 3D printing".
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 systematic problem-solving techniques for marketing challenges including campaign complexity (simplification cascades), creative blocks (collision-zone thinking), recurring campaign patterns (meta-pattern recognition), assumption constraints (inversion exercise), audience scale uncertainty (scale game), and dispatch when stuck. Techniques derived from proven problem-solving frameworks adapted for marketing execution.
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。
End-to-end international trip planning: turns "I want to go to X for N days" into a verified, bookable plan — route skeleton across cities, flight price scans (international + domestic legs), train-vs-fly decisions, hour-by-hour daily timelines with opening hours, dwell times, holiday collisions and tappable turn-by-turn map links (小时级行程+地图导航+离线KML), hotel shortlists by neighborhood, budget rollup, and a booking checklist with deep links. Use this whenever the user asks to plan a trip, vacation, itinerary or honeymoon, compare flight dates/prices, pick between cities or routes, schedule a travel day hour by hour, fill a spare block of time ("I'm near X with 2 free hours"), turn a finished plan into a designed page (eight themed renders: illustrated / clay / noir / glass / journal / zine / splash / portal — 插画/黏土/夜航/玻璃/手账/Zine/闪屏/穿越版), or asks 旅行规划/行程安排/机票比价/去某国玩N天怎么安排/现在有空档干嘛/把行程做成好看的网页 — even if they only mention one piece (just flights, just hotels, or just navigation), the playbook and verification rules here still apply.
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。
Force unrelated concepts together to discover emergent properties - "What if we treated X like Y?"
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。
Hash attack playbook. Use when exploiting length extension, MD5/SHA1 collisions, HMAC timing leaks, birthday attacks, or hash-based proof of work in CTF and authorized testing scenarios.
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。