Classify AI systems under the EU AI Act (Regulation (EU) 2024/1689) and determine compliance obligations. Use when asked to assess AI risk level, check if an AI system is prohibited, determine high-risk status, identify GPAI model obligations, map provider/deployer responsibilities, or build an AI Act compliance roadmap. Covers the full classification decision tree (Prohibited → High-Risk → Limited → Minimal → GPAI), obligations by role (provider, deployer, importer, distributor), compliance timelines, and DACH-specific considerations (German works council, BaFin, BSI, BNetzA). Triggers on phrases like "classify this AI system", "is this high-risk under the AI Act", "AI Act risk assessment", "EU AI Act compliance", "prohibited AI practice", "GPAI obligations", "AI Act timeline".
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。
lawve-ai/awesome-legal-skills☆ 8672026年10月3日 更新
Expert GDPR compliance assistant covering all four core workflows: (1) auditing code and systems for GDPR violations, (2) drafting GDPR-compliant documents such as privacy policies, Data Processing Agreements (DPAs), and consent notices, (3) answering GDPR compliance questions with authoritative article citations, and (4) reviewing data flows and PII handling practices. Use this skill whenever the user mentions GDPR, data protection, privacy compliance, lawful basis, data subject rights, DPA, privacy notices, consent management, data breaches, DPIAs, controller/ processor relationships, cross-border data transfers, or any EU/UK data privacy topic. Also trigger for questions like "is this GDPR compliant?", "how do I handle personal data?", "what does a privacy policy need?", or any request involving PII, personal data, or data retention in a regulatory context.
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。
lawve-ai/awesome-legal-skills☆ 8672026年10月3日 更新
Complete sanctions and export control analysis tool — individual designations, sectoral sanctions, dual-use goods, payment systems (SWIFT/USD), and extraterritorial regimes (EAR/ITAR/ FDPR US, ECL China). Triggers: "is X sanctioned?", "can I do business with X?", "can I sell Y to Z?", "pétrole Russie", "biens à double usage", "gel des avoirs", "sanctions internationales", "liste OFAC", "liste UE", "double usage", "embargo", "licence d'exportation", "SWIFT", "paiement en dollars", "US goods", "FDPR", "EAR", "ITAR", "BIS", "ECL chine", "no re-export clause", "sanctions sectorielles", "puis-je travailler avec X?", or any transaction involving a foreign person, product, sector, destination country, or payment in USD/EUR. Always adapt to user profile. Always run for any sanctions or export control query — even vague or exploratory ones.
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。
lawve-ai/awesome-legal-skills☆ 8672026年10月3日 更新
Slow down interpretation from observation to action. Use when students or adults need to examine assumptions in conflict, dialogue, or inquiry.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Design a SEEDS regenerative inquiry cycle connecting place-based learning to ecological awareness for young learners. Use when building early childhood or primary inquiry around ecosystems and community.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Define the scope and purpose of a complex inquiry before mapping or futures work begins. Use when a class or group needs to agree what they are investigating, who it matters to, and at what scale.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Map a scoped topic across three coexisting horizons — current system under strain (H1), preferred future (H3), and transition innovations sorted as H2+ or H2- — to understand change dynamics and identify responsible 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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Map a complex topic by placing factors on hexagonal tiles where adjacency signals a claimed relationship. Use when students need to surface hidden connections in a system before analysis or action.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Present project-design pathway options and orchestrate regenerative projects using backwards design, PBL, SEEDS, compassionate systems action, or civic/service pathways.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Design an inquiry sequence anchored in a local ecosystem that embeds science or geography curriculum content. Use when teaching through local living systems like gardens, ponds, or hedgerows.
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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Map knowledge components and skill hierarchies for a cognitive tutoring system or adaptive learning platform. Use when designing intelligent tutoring software or skill-based mastery 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。
GarethManning/education-agent-skills☆ 8672026年8月29日 更新
Use when detecting and running project build systems automatically. Supports npm/yarn/pnpm/pip/poetry/gradle/maven/cargo/go/make. Triggers on build, test run, project setup, package manager detection.
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。
sangrokjung/claude-forge☆ 8572026年9月3日 更新
Expert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for data-oriented design using Resource/RefCounted classes (item databases, character stats, reusable data structures). Covers typed arrays, serialization, nested resources, and resource caching. Use when implementing data systems OR inventory/stats/dialogue databases. Keywords Resource, RefCounted, ItemData, CharacterStats, database, serialization, @export, typed arrays.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for TileMapLayer and TileSet systems for efficient 2D level design. Covers terrain autotiling, physics layers, custom data, navigation integration, and runtime manipulation. Use when building grid-based levels OR implementing destructible tiles. Keywords TileMapLayer, TileSet, terrain, autotiling, atlas, physics layer, custom data.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for RichTextLabel with BBCode formatting (bold, italic, colors, images, clickable links) and custom effects. Covers meta tags, RichTextEffect shaders, and dynamic content. Use when implementing dialogue systems OR formatted text. Keywords RichTextLabel, BBCode, [b], [color], [url], meta_clicked, RichTextEffect, dialogue.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for open world games including chunk-based streaming (load/unload regions dynamically), floating origin (prevent precision jitter beyond 5000 units), HLOD (hierarchical LOD for distant meshes), persistent state (track entity changes across unloaded chunks), POI discovery systems (compass, markers), and threaded loading (prevent stutters). Use for RPGs, sandboxes, or exploration games. Trigger keywords: open_world, chunk_streaming, floating_origin, HLOD, persistent_state, POI_discovery, threaded_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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for Battle Royale games including shrinking zone/storm mechanics (phase-based, damage scaling), large-scale networking (relevancy, tick rate optimization), deployment systems (plane, freefall, parachute), loot spawning (weighted tables, rarity), and performance optimization (LOD, occlusion culling, object pooling). Use for multiplayer survival games or last-one-standing formats. Trigger keywords: battle_royale, zone_shrink, storm_damage, deployment_system, loot_spawn, networking_optimization, relevancy_system, snapshot_interpolation.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for Metroidvanias including ability-gated exploration (locks/keys), interconnected world design (backtracking with shortcuts), persistent state tracking (collectibles, boss defeats), room transitions (seamless loading), map systems (grid-based revelation), and ability versatility (combat + traversal). Use for exploration platformers or action-adventure games. Trigger keywords: metroidvania, ability_gating, interconnected_world, backtracking, map_system, persistent_state, room_transition, soft_locks.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_movement.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for sports games (FIFA, NBA 2K, Rocket League, Tony Hawk) covering physics-based ball interaction, team AI formations, contextual input, and match umpire/score authority. Broadcast framing routes to godot-camera-systems. Use when building soccer, basketball, hockey, racing sports, or arcade sports games. Keywords ball physics, magnus effect, formation AI, team tactics, contextual controls, steering behaviors.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新
Expert blueprint for puzzle games including undo systems (Command pattern for state reversal), grid-based logic (Sokoban-style mechanics), non-verbal tutorials (teach through level design), win condition checking, state management, and visual feedback (instant confirmation of valid moves). Use for logic puzzles, physics puzzles, or match-3 games. Trigger keywords: puzzle_game, undo_system, command_pattern, grid_logic, non_verbal_tutorial, state_management.
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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8562026年10月14日 更新