Display project status, active tracks, and next actions
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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Display project status, active tracks, and next actions
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。
Worked qupai-system (曲牌体) opera scripts, act by act. Guan Hanqing's three surviving zaju (窦娥冤/救风尘/金线池 — twelve acts, 126 tunes, one mode and one rhyme per act, sung/spoken ratios); Tang Xianzu's 牡丹亭 (55 scenes, ~420 tunes, 集唐 closing quatrains, the 圆驾 south-north composite suite); Kong Shangren's 桃花扇 (44 scenes plus four unnumbered, the 副末 frame line, upper/lower halves, a fan's seven transformations, his sixteen 凡例); 长生殿 (Wang Jilie's fifty-scene staging table); Wei Minglun's 巴山秀才 (1983 Sichuan 高腔, 43 tunes, nine 帮腔 passages). Every case states its edition and collation status, then structure, tunes, stage conventions and transferable devices. Method is in sw-chinese-opera-qupai; this skill holds the worked scripts. Use when you want a real example of how a 传奇 or 杂剧 is assembled, need actual scene counts and tune counts to imitate, are judging where a famous script breaks prosody, or need models for 副末开场, 集唐下场诗, 南北合套 or 帮腔 (曲牌体全本/牡丹亭/桃花扇/窦娥冤/救风尘/长生殿/巴山秀才/唱段表/结构表).
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。
Writing plays and screenplays in the Chekhovian mode (契诃夫戏剧法) — distilled from the complete plays (没有父亲的人/普拉东诺夫, 伊凡诺夫, 林妖→万尼亚舅舅, 海鸥, 三姊妹, 樱桃园, nine one-acts) plus Chekhov's own letters, Stanislavsky's and Nemirovich-Danchenko's rehearsal notes and 焦菊隐/童道明 criticism. Covers the four-act mood-based structure without central climax, off-stage events, "correct answer stated in Act 1 and refused", the announced event that never happens, three-layer endings (hope monologue + nihilist line + household action), no-villain conflict with environment, every character's object and catchphrase, one-way love chains, half-step-off dialogue, philosophy cut by thirst, the shortest words for the deepest pain, stage-direction and sound discipline, and how Chekhov revised The Wood Demon into Uncle Vanya. Use when the user wants an ensemble drama, a "nothing happens" play, subtext-heavy dialogue, a family estate / provincial story, an anti-climactic structure, or asks how to "Chekhov-ize" a script.
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。
Save a structured state snapshot before stopping or handing off. Captures the active plan, recent decisions, file pointers (with line numbers), open questions, and the next 1–3 actions into a checkpoint file under `quality_reports/checkpoints/`. Optionally proposes `[LEARN]` entries to add to MEMORY.md. Use when user says "checkpoint", "save state", "snapshot before I stop", "where am I", "wrap up the session for handoff", or before a long break / model switch / collaborator handoff. Companion to (NOT replacement for) the narrative session-log 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。
Snapshot the computational environment for a replication package — detects the analysis stack (R / Stata / Python) and emits the right lockfiles (renv.lock + sessionInfo.txt, requirements.txt / environment.yml / uv.lock, Stata version + ado package list), records seeds and RNG kind, optionally writes a pinning Dockerfile, and produces a paste-ready "Computational requirements" block. Use when user says "capture the environment", "snapshot my dependencies", "pin the versions", "make a renv.lock / requirements.txt", "make this byte-reproducible", or before releasing a replication package to openICPSR / the AEA Data Editor.
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。
Pre-screen analysis outputs (tables, figures, logs) built on restricted or confidential data for statistical-disclosure-limitation problems before any release. Scans for small cell counts, complementary-suppression gaps, dominance (p-percent / (n,k)), re-identifiable exact counts, PII leakage, and unrounded sensitive statistics; classifies each finding CRITICAL / WARNING / OK and gates on any CRITICAL. Use before depositing or sharing restricted-data results, or when the user says "disclosure check", "SDL scan", "is this output safe to release", "check for small cells", "disclosure avoidance", "pre-screen for the RDC", or "can I export this from the enclave".
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。
Turn an approved measurement charter, ICPs, and buyer jobs into a budget-aware prompt coverage blueprint across proximity bands, aided status, information acts, journey states, roles, locales, evidence grades, partitions, and measurement lanes. Use before prompt wording to define required, optional, and prohibited canonical intent cells.
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。
Research any company, product, or service from a URL plus description and build a comprehensive, evidence-bound AEO/GEO/AI-visibility prompt panel across buyer jobs, information acts, journey states, B0-B5 proximity, aided status, roles, locales, variants, partitions, surfaces, and measurement lanes. Use when a user wants prompts to track in ChatGPT, Claude, Gemini, Perplexity, AI search, or answer engines; wants an AI-visibility measurement design; or needs a versioned panel rather than an SEO keyword list.
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。
Manages work transitions between team members or agents by creating structured handoff documents, summarizing project status, documenting key decisions, blockers, and open questions, and generating onboarding briefs. Use when someone needs to hand off, hand over, or transition a project; pass work to another person or agent; brief a colleague taking over; prepare a shift change summary; or onboard someone mid-task. Produces ready-to-use handoff documents covering current status, next steps, known issues, technical context, and communication templates for both planned and unplanned transfers.
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。
State, resume, reconstruction, job-lifecycle, transition, and flow-state mechanics for the Data Science and Engineering Coach. Loaded by the coach; not a user entry point.
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。
Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.
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。
Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.
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。
Animate in Godot 4.7 three ways: AnimationPlayer for keyframed clips (incl. call and signal tracks), AnimationTree with state machines and blend spaces for character animation, and Tween for short procedural/UI tweens via create_tween(). Use when working with AnimationPlayer/AnimationTree nodes in a .tscn, blending character states, sprite-sheet animation, or code-driven Tweens.
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。
Design and build game UI/UX — HUDs, menus, and overlays — that survive every screen: anchor- based responsive layout, resolution/aspect scaling and safe areas, keyboard/gamepad focus navigation, a screen/menu state stack, and event-driven (not polled) HUD updates. Engine- neutral patterns that pair with the detected engine's UI skill. Use when the user mentions HUD, health bar, main menu, pause menu, settings screen, UI layout, anchors, UI scaling, aspect ratio, safe area, controller/keyboard menu navigation, or wiring UI to game state.
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 networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
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。
Design save/load for game state — choosing what to serialize, file formats, save slots, atomic crash-safe writes, schema versioning and migration, and autosave. Engine-neutral. Use when the user mentions save system, save/load, game state persistence, save slots, autosave, save file corruption, or migrating old saves to a new version.
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 Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.
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 send technical status notifications through WeCom (Enterprise WeChat) webhooks. Use this skill whenever the user needs to send notifications, alerts, backup completion reports, or status updates via WeCom; when they mention 企业微信, 企微机器人, webhook, or alerting; or when a message needs to be clear, unambiguous, and technically precise rather than vague or condescending.
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。
Verifies factual claims in documents using web search and official sources, then proposes corrections with user confirmation. Use when the user asks to fact-check, verify information, validate claims, check accuracy, or update outdated information in documents. Supports AI model specs, technical documentation, statistics, and general factual statements.
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。
Declare bankruptcy on a long-lived AI agent's accumulated memory — audit what it currently believes, separate ground truth from stale and wrong, purge deliberately, restate the truths that survive, and log what was lost. Use when an agent keeps acting on outdated facts, contradicts itself across sessions, 'remembers' things wrong, or after a reorg/pivot makes its worldview obsolete. Produces a belief audit, a keep/correct/purge ledger, a restated ground-truth file, and the bankruptcy record.
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。
Prepare for recruitment at a Chinese state-owned enterprise (国企 / 央企), including its written test and interview: what these employers assess, the typical stages, answers that show fit and stability, and the questions to ask about the role. Use when asked 国企面试怎么准备, 央企校招, 国企笔试考什么, 国企和互联网怎么选, 国企面试问题, or prepare for a state-owned enterprise interview in China. Produces a stage map to confirm against the recruitment notice, a written-test preparation plan, a question bank with answer points, a mock interview with feedback, and a comparison with private-sector offers.
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 when asked to compare two annual reports, put two companies from the same sector side by side, or check whether two companies' adjusted numbers mean the same thing. Takes two uploaded annual reports from one sector and compares them on five ratios computed with identical definitions from audited figures, flagging every place the companies define a metric differently. Produces a page-referenced comparison table, a definitions-differ section (adjusted vs statutory, inside vs outside the audited statements), and three questions to ask before believing either company's highlights. Educational, not financial advice.
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。
Draft a clinical trial protocol synopsis with the elements regulators and IRBs expect. Use when asked to write a clinical trial protocol, a study protocol synopsis, a trial design, or to structure endpoints/eligibility/statistics for an interventional study. Produces a structured protocol synopsis — objectives, design, population with eligibility, interventions, endpoints, statistics, and safety/ethics — for expert review. (For non-clinical/UX research, use research-protocol.)
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。