Write clear, searchable help center articles and FAQ entries based on support data, product documentation, and common customer questions. Use when the user requests knowledge base article writing or provides relevant inputs for this 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。
seb1n/awesome-ai-agent-skills☆ 2142026年8月10日 更新
Use when user asks to analyze an image, describe image contents, or answer questions about a picture. iFlytek Image Understanding (图片理解) — analyze and answer questions about images using Spark Vision model. WebSocket API, pure Python stdlib, no pip dependencies.
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。
iflytek/iFly-Skills☆ 2092026年10月15日 更新
Generate content ideas backed by real audience demand data from Reddit questions, YouTube search gaps, Twitter discussions, and web search trends. Identifies proven topics, underserved questions, and content formats that outperform in your niche.
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。
sandbaseai/sandbase-skills☆ 2022026年9月26日 更新
Internal — for Boundless team members only. Query Boundless broker telemetry tables on Redshift for prod/staging operational data. Use when the user asks about broker health, request evaluations, request completions, proving times, skip rates, telemetry data, or wants to run SQL against the telemetry database on live networks. Also covers historical telemetry through 2026-04-24 stored as Parquet archives in S3 (queried via DuckDB). Do NOT use for debugging local code changes, reviewing PRs, or investigating issues in the codebase itself.
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。
boundless-xyz/boundless☆ 1932026年8月27日 更新
Start and interact with the Boundless localnet (docker compose-based local development network). Covers dev mode (fake proofs, broker included) and full proving mode, submitting requests, and debugging order flow. Use when the user wants to start localnet, run the local network, test proof requests locally, or debug broker/order-stream issues.
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。
boundless-xyz/boundless☆ 1932026年8月27日 更新
Turn a decision you can't fully answer into a questionnaire for someone else to fill in.
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。
tt-a1i/matt-skills-with-to-goal☆ 1852026年10月10日 更新
Routing skill of last resort. Takes a plain-language QA situation and names the right 1-2 skills to use and in what order. Use ONLY when the request does not match any other skill's trigger phrases. Use when: "which skill should I use," "where do I start," "I'm not sure what to test," "/qa-do," or any vague QA situation that doesn't map to one skill. Not for: bootstrapping a brand-new project with no QA — use qa-start. Not for: capturing project setup/context — use qa-project-context. If the request clearly matches another skill, invoke that skill directly instead of routing through here. Related: qa-start, qa-project-context, test-strategy.
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。
petrkindlmann/qa-skills☆ 1852026年6月11日 更新
Surface risks through guided questioning, helping users consider pivots, constraints, and prioritization during PRD v0.5 Red Team Review. Triggers on requests to identify risks, stress-test the idea, perform red team review, or when user asks "what could go wrong?", "identify risks", "red team", "risk assessment", "challenge assumptions", "stress test the idea". Consumes all prior IDs (CFD-, BR-, FEA-, PER-, UJ-, SCR-) as interview context. Outputs RISK- entries with owner decisions and mitigations. Feeds v0.5 Technical Stack Selection.
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。
mattgierhart/PRD-driven-context-engineering☆ 1812026年8月31日 更新
Create dark-themed, animated technical diagrams as self-contained HTML+SVG files — flowcharts whose connectors visibly flow, and architecture diagrams where requests travel as light dots through the system (Diagrid/Temporal landing-page style). Use this skill whenever the user asks for a flowchart, workflow, pipeline, process diagram, state machine, system architecture, infrastructure, cloud, microservices, or network topology diagram — and especially when they mention "animated", "flowing", "dynamic", "alive", "GIF-like", or want a diagram for a landing page, README, docs, or product demo. Also use it to convert Mermaid source (a mermaid code block or .mmd file) into an animated diagram — "animate this mermaid", "make this flowchart move". Prefer this over static diagram output whenever the diagram represents anything that moves: requests, events, data, jobs, messages, or control flow.
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。
csthink/dashmotion☆ 1782026年6月16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15日 更新
Answer questions about the AI SDK and help build AI-powered features. Use when developers: (1) Ask about AI SDK functions like generateText, streamText, ToolLoopAgent, embed, or tools, (2) Want to build AI agents, chatbots, RAG systems, or text generation features, (3) Have questions about AI providers (OpenAI, Anthropic, Google, etc.), streaming, tool calling, structured output, or embeddings, (4) Use React hooks like useChat or useCompletion. Triggers on: "AI SDK", "Vercel AI SDK", "generateText", "streamText", "add AI to my app", "build an agent", "tool calling", "structured output", "useChat".
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。
vercel-labs/ai-facts☆ 1682026年4月25日 更新
Configure CORS for web APIs. Use when a user asks to fix CORS errors, allow cross-origin requests, configure CORS headers, handle preflight requests, or secure API access from different domains.
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☆ 1672026年10月14日 更新
CodeRabbit reviews pull requests with AI on GitHub, GitLab, Azure DevOps and Bitbucket, and reviews local changes from a CLI before they are pushed. Use when a user asks to set up automated PR reviews, write or validate a .coderabbit.yaml, add path-specific review instructions, control a review with @coderabbitai commands, or run coderabbit review from the terminal or a coding agent.
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☆ 1672026年10月14日 更新
Collect and manage product feedback with Canny. Use when a user asks to set up a feature request board, prioritize product feedback, build a public roadmap, or let users vote on features.
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☆ 1672026年10月14日 更新
The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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
Code review specialist for quality standards, design patterns, security review, and constructive feedbackUse when "code review, pull request, PR review, code quality, refactor, technical debt, design pattern, best practice, code-review, quality, patterns, security, refactoring, best-practices, pull-request, review, ml-memory" 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
Detects and redirects scope creep during implementation — unrequested features, drive-by refactors, premature abstraction, and over-engineering. Use while implementing, especially when a change is growing beyond the original 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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
Agent Orchestrator workflow skill. Use this skill when the user needs Meta-skill que orquestra todos os agentes do ecossistema. Scan automatico de skills, match por capacidades, coordenacao de workflows multi-skill e registry management and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1612026年7月8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
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/boxento☆ 1532026年10月8日 更新
Use when the user explicitly asks to use the informed-patient skill to prepare for a medical appointment, organize symptoms before seeing a doctor, or evaluate the evidence behind a diagnosis or treatment. Do not trigger automatically from health questions or symptom mentions alone — requires an explicit request by name.
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-skills☆ 1522026年10月14日 更新
Analyze one or more cycling, running, or hiking FIT/KML activity tracks, generate evidence-based single or aggregate reports, open the bundled local Ride Relief report page when the environment supports it, enrich results with user-confirmed public location context, and create shareable PNG or H.264 MP4 route stories on request. Use whenever a user wants to analyze, compare, visualize, or export .fit or .kml activities, including requests that mention a workout but do not yet include track files.
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。
op7418/guizang-sports-skill☆ 1472026年8月10日 更新
Draws an activity flow / system architecture diagram as ONE self-contained, INTERACTIVE HTML+SVG page (2-pane app layout — left: diagram, default fit-to-view with zoom/pan; right: sidebar with explainer cards), styled like a real hand-drawn enterprise doc (Stripe/AWS-docs style — real brand logos for MongoDB/Odoo/n8n/etc. from a bundled Simple Icons library, neutral white boxes, sans-serif, no "AI neon" look), scroll-to-zoom, auto light/dark with a toggle button — clicking a flow (a legend chip, a line, or a step badge) highlights that flow with traveling dots along the arrows in their direction, a ping at the destination box, and a sidebar panel that slides out, while everything else dims; two-way arrows (OUT = solid blue / RETURN = dashed green) carry numbered step badges, colored by semantic meaning (red = auth checkpoint, purple = scheduled flow, amber = data pipeline), a small "hop" arc where two lines are forced to cross, dashed group regions, one explainer card per flow in the right sidebar. Use this skill ANY TIME the user wants to "draw a diagram", "draw a flow", "draw a system diagram", "redraw this so it's easier to follow", "interactive diagram", "two-way diagram", "request/response flow", "make a free-form HTML diagram" — even if they never say the word HTML. Especially good when both the request direction AND the response direction need to be shown, or when a templated tool (archify, mermaid) is too rigid. Do NOT use for data charts (bar/line/pie), and do not use when the user asks specifically for archify or mermaid.
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
Captures and organizes chaotic brain dumps into a structured, actionable system with zero information loss. Use this skill whenever the user says 'capture this', 'brain dump', 'let me dump some ideas', 'I've got a bunch of thoughts', 'here's everything on my mind', 'idea dump', 'let me get this out of my head', 'I need to organize my thoughts', 'here's what I'm thinking', or any variation where someone is unloading a messy stream of ideas, tasks, thoughts, and plans wanting them turned into something coherent. Also trigger when the user pastes or dictates a long, unstructured block of mixed ideas — even without the exact phrase — the intent is the same. Fast-to-action by design: no upfront intake. Output is four sections (Projects/Ideas, Tasks, Connections, How I Can Help) ending with a directive question. Asks at most one mid-organization clarifying question when a single item is genuinely ambiguous between task and project.
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-skills☆ 1412026年6月29日 更新