Audit an agent's context layout against the four places: system prompt, tools, history, tail. Use when the user asks to audit, review or fix their agent's context, prompt caching, token spend per turn, or CLAUDE.md / AGENTS.md layout. Read-only: reports findings and a fix list, changes nothing. Do NOT use for writing evals (evals-bootstrap) or for loop design (goal-test).
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。
undefined-ui/second-brain-os☆ 1,0942026年10月14日 更新
Post project updates to team chat, gather feedback, triage responses, and plan next steps. Adapts to available tools (chat, git, issues, tasks). First run discovers tools and saves a playbook; subsequent runs execute from the playbook. Trigger with 'team update', 'post update', 'sync with team', 'standup', 'check team chat', 'feedback loop', 'project update', 'what did the team say'.
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。
jezweb/claude-skills☆ 1,0652026年10月9日 更新
Iterate on a PR until actionable CI passes and high/medium review feedback is addressed. Use for PR CI failures, review feedback, or green-check loops; do not wait for human approval, draft status, or merge gates.
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。
getsentry/skills☆ 1,0612026年10月15日 更新
End-to-end GitHub repository maintenance for open-source projects. Use when asked to triage issues, review PRs, analyze contributor activity, generate maintenance reports, or maintain a repository. Triggers include "triage", "maintain", "review PRs", "analyze issues", "repo maintenance", "what needs attention", "open source maintenance", or any request to understand and act on GitHub issues/PRs. Supports human-in-the-loop workflows with persistent memory across sessions.
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。
numman-ali/n-skills☆ 1,0522026年9月12日 更新
When the user wants to plan, implement, or optimize referral program strategy. Also use when the user mentions "referral program," "referral marketing," "user referral," "refer-a-friend," "word-of-mouth growth," "referral rewards," "referral tracking," "referral code," "referral incentives," or "viral loop." For referral landing copy, use landing-page-generator.
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。
kostja94/marketing-skills☆ 1,0422026年10月6日 更新
Design and build complete web experiences from scratch — award-level product and marketing pages, cinematic scroll-directed sites where the page is directed like a film, and multi-screen products (app, dashboard, admin, settings, onboarding, docs site) built as one design system with every component, state and route in one style. Use whenever the user wants to create or redesign a landing page, website, hero section, portfolio, promo or product page; wants scroll animations, storytelling pages, or a site that feels like a movie; or says "make it beautiful", "make it wow", "cinematic", or "design system" — even if they name no technique. Generates its own assets via local CLIs (images, video frames, depth maps, 3D), and gates every ship with an executable anti-slop linter and a screenshot verification loop. Not for polishing a UI someone else built, and not for backend-only 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。
agiwhitelist/auteur☆ 1,0422026年8月7日 更新
Build and run Gemini 2.5 Computer Use browser-control agents with Playwright. Use when a user wants to automate web browser tasks via the Gemini Computer Use model, needs an agent loop (screenshot → function_call → action → function_response), or asks to integrate safety confirmation for risky UI 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。
am-will/codex-skills☆ 1,0372026年7月15日 更新
Use when adding or fixing sound in Godot 4.7: audio buses and effects, volume sliders, 'too many sounds', combat audio with hundreds of enemies, sounds clipping or distorting, 3D sound too quiet or not panning, reverb zones not working, occlusion, adaptive or interactive music (AudioStreamInteractive, layers, stingers), music loops with gaps, SFX that repeat, AudioStreamRandomizer, AudioStreamGenerator, import settings, or importing AI-generated music, SFX and voice from Scenario or ElevenLabs.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when animating characters or scenes in Godot 4.7: AnimationPlayer clips and RESET, AnimationTree state machines and blend spaces built in code, Mixamo or glTF import, loop settings, BoneMap retargeting and shared animation libraries, root motion, foot sliding, foot IK with TwoBoneIK3D or custom SkeletonModifier3D, tweens, SpringArm3D cameras, cutscenes; or when a character T-poses, slides, floats, freezes mid-blend or a transition never fires.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when building or debugging Geometry Nodes, headless or live: procedural modeling, scattering objects on a surface, arrays along a curve, repeat or for-each loops, simulation zones, 5.2 physics (cloth, colliders, forces, effectors), closures, bundles, matrices, node-group assets with gizmos. Also when a GN script links nothing, shows red links, ignores modifier inputs, loses instances in a bounding box, or a simulation resets or jumps.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when a task involves creating or editing a Scenario workflow graph through MCP: building an app from a brief, adding or rewiring nodes (models, prompts, approval gates, loops), authoring editor_info, publishing, unpublishing or renaming, importing an exported workflow JSON, migrating a graph built in Weavy, ComfyUI, or another node tool, copying a workflow, or turning a prompt chain into an app. Running or pricing a workflow is scenario-workflows. Keywords: node graph, editor_info, CEL.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when modeling hard surface in ZBrush 2026 (sci-fi helmet, weapon, prop, armor plates, mechanical parts, kitbash, vents, panel lines, bolts, concept to game asset), when using ZModeler, Dynamic Subdivision and creasing, Live Boolean, Knife, Clip, Slice or Trim curves, IMM, ArrayMesh, NanoMesh or Panel Loops, or when edges look razor sharp, a Make Boolean Mesh fails or leaves holes, planes look wobbly, Mirror And Weld erased an edit, or ZRemesher ruins a hard-surface part.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when modeling in Autodesk Maya, such as hard-surface props, weapons, vehicles, a sci-fi crate, a game-ready or SubD film model, or a character or creature base mesh, or when asked to "clean up this model" or a scene before rigging or UVs. Also for support loops vs bevels vs creases, Smart Bevel, weighted normals, hard edges, pinching or wobbly highlights, a faceted cage, flipped faces, a triangle budget, n-gons, non-manifold geometry, mirroring a half, a low poly from a high poly, or deformation-ready topology.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when turning a dense sculpt, scan, ZBrush export or AI-generated mesh into animation-ready or game-ready topology in Maya without a mouse ("clean up this AI mesh", "retopo this character", Quad Draw, Retopologize), testing it deforms before rigging (bad elbow or wrist bend, lids popping through the eyes), or unwrapping UVs, cutting seams, setting texel density, mip-safe padding, UDIMs, lightmap UVs, stacking mirrored shells, or preparing a low poly and cage for baking. Keywords: edge flow, eye and mouth loops, Unfold3D, bake prep.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when modeling hard-surface objects in Blender (sci-fi panels, props, weapons, vehicles, robots, machined or product parts) with booleans and cutters, bevel modifiers, weighted normals, or subdivision with support loops or creases. Also when shading is broken (smears on flat faces, stretching near a cut, pinching), a bevel shrinks or vanishes after a boolean, a boolean empties the mesh or leaves holes, choosing n-gons vs quads, or making a game-ready mid-poly.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when turning a dense sculpt, scan or AI-generated mesh into clean topology in Blender, for animation, subdivision or a game low poly with a triangle budget. Also when choosing between QuadriFlow or voxel remesh and manual retopo, placing loops around eyes, mouth and joints, deciding pole placement, setting up a Shrinkwrap cage, fixing volume loss after subdivision, preparing a low poly for baking, or auditing topology for spirals, 6-poles and triangles. Keywords: retopo, retopology, quad remesh, clean up an AI mesh, edge flow, low poly, bake prep.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when generating or transforming audio with ElevenLabs models on Scenario via MCP: text-to-speech with inline emotion tags, music from a prompt or sectioned songs, sound effects and loops, dubbing audio or video into another language, re-voicing a recording with a preset or cloned voice, or isolating speech from noise. Keywords: ElevenLabs, Eleven v3, Multilingual v2, Turbo 2.5, Music v2, Sound Effects 2, Dubbing, Voice Changer, Speech to Speech, Voice Isolator, TTS, SFX, localization.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when generating or handling audio on Scenario via MCP. Triggers include music tracks, full-length songs with vocals written from lyrics, background scores, soundtracks, game sound effects, SFX, foley, ambience, looping audio, voiceover, narration, speech, TTS, text-to-speech, dialogue, voice cloning, re-voicing a recording, scoring or adding sound to a video, transcription, or requests to create, wait on, play, or download audio files (MP3, WAV) with Scenario tools.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when making the art for a side-scroller or 2D platformer: side-view pixel-art sprite sheets for a hero and ground enemies (run, walk, idle, attack, hurt cycles, air spin, jump and fall poses) and per-level layers (parallax background and midground, seamless wall texture, platform strip, props). Also use when a magenta key eats part of a sprite, a walk loop will not close, a slash trail keys into a solid block, generated textures do not tile, or poses on one sheet will not split.
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。
scenario-labs/skills☆ 1,0262026年10月15日 更新
Use when the user has finished building a mobile app, started Metro with `npm run dev`, and wants the running app monitored for runtime errors AND silent failures (empty lists, blank screens, swallowed network errors) and fixed autonomously. Accepts a free-text symptom (e.g., `/debug-app "todos not appearing on home screen"`) to drive persisted-log diagnostics — injects temporary console.log statements at data-path boundaries, reads the sanitized `.powernative/metro-logs/` log, and cleans up logs after the root cause is fixed. Supports port/platform filtering, configurable clean-cycle and timeout limits, and watch-only `--no-fix` mode. Otherwise polls with a durable byte cursor, fixes inline or routes appropriately, verifies each fix from new output, and exits after the configured clean checks (default 3). Foreground loop — blocks the conversation while running. Run only after the app is loaded.
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。
microsoft/power-platform-skills☆ 1,0112026年10月16日 更新
Use when writing test fixtures for @copilotkit/aimock — mock LLM responses, tool call sequences, error injection, multi-turn agent loops, embeddings, structured output, sequential responses, or debugging fixture mismatches
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。
CopilotKit/aimock☆ 9762026年10月15日 更新
Running closed and open betas that produce real signal. Beta participant selection, structured feedback collection, beta-to-GA decision criteria, and the difference between soft-launch (no structure, no signal), kitchen-sink (everyone in, no actionable feedback), and structured beta (calibrated cohort, intentional feedback loops, clear graduation criteria). Triggers on beta program, alpha test, beta cohort, beta participant, beta feedback, beta to GA decision, design partner, early access program, closed beta, open beta, RC release. Also triggers when a feature is approaching launch and the team needs structured pre-GA validation, when prior betas produced noise rather than signal, or when the team has soft-launched before but wants more structured feedback this time.
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。
rampstackco/claude-skills☆ 9672026年10月7日 更新
Run an automated codex⇄Claude debate to consensus — no round cap, no deadlock exit. Two explicit subcommands. `review` (also the bare/back-compat default) — codex (reviewer) critiques the current diff and a Claude subagent (author) fixes/disputes, looping until they agree. `answer` — Claude and codex each answer a freeform prompt in parallel, then cross-check until they agree, and a unified answer is returned. Use when the user types `/codex-debate`, asks to "have codex review this", "run the codex debate", "review this PR with codex", "argue this with codex until you agree", or passes a question to "have Claude and codex debate/answer until they agree".
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。
srid/emanote☆ 9652026年7月26日 更新
Iterative measurement-driven improvement loop. Measure, profile, mutate, re-measure, commit. Works for performance, bundle size, complexity, test coverage — anything quantifiable. Use when the user wants to systematically improve a metric through repeated cycles of profiling and targeted changes.
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。
srid/emanote☆ 9652026年7月26日 更新