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cccskills

「mov」の検索結果

2,529 件 ・ 関連度順

概要と使いどころ

Under genuine uncertainty with no reliable forecast, inventory means, cap downside at affordable loss, act for commitments, and let goals emerge from controllable moves.

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。

tjboudreaux/cc-thinking-skills1,6392026年8月8日 更新

Use when Codex feels slow or bloated, when local sessions/logs/worktrees/config have grown over time, or when a user wants safe maintenance for Codex Desktop/CLI state. Provides a read-only report by default, backs up before applying changes, archives instead of deleting, normalizes Windows extended paths, prunes dead config projects, rotates large logs, and moves stale worktrees.

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。

vibeforge1111/keep-codex-fast1,5882026年5月6日 更新

End-to-end orchestrator: from a business idea, app idea, or existing app to running Azure deployment with cost estimates and pre-deploy approval. Analyzes your app, auto-detects the right Azure services, scaffolds infrastructure code, and deploys — tailored to your app, not a template. Handles moving existing apps to Azure without rewriting or with minimal changes. WHEN: bring your app to Azure, plan my app, cost to run, is my code ready to deploy, deploy my app to the cloud, deploy all my services, what Azure services do I need, plan my Azure deployment, deploy my new app to Azure, one-click deploy, I have an app and want it on Azure, migrate my app to Azure, help me get started, build an app, no code yet, starter project. DO NOT USE FOR: use azd for deployment(use azure-deploy), optimizing existing costs (use cost-optimization), code readiness checks only (use azure-app-onboard-prereq).

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/azure-skills1,5712026年10月15日 更新

Compose IRQL (Incident Response Query Language) queries for Kusto cybersecurity investigations. Translates natural language hunting questions into composable IRQL pipelines using Get_*, Extract_*, and Enrich_* functions. WHEN: IRQL query, security hunt, threat hunting KQL, incident response query, compose hunting pipeline, failed logins, phishing investigation, lateral movement, process execution, file creation events.

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/azure-skills1,5712026年10月15日 更新

Generate headline candidates from a story's raw facts: news-style headlines, press-release headlines, and pitch subject lines. A pure generation skill — it finds the charge in the facts, then runs ten proven moves (consequence, picture, number-as-hero, two-beat turn, naming, reader's-own-story, open question, voice, sound, sized claim), each calibrated by real, verified headlines that made history.

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。

elvisun/newsjack1,5532026年10月11日 更新

Cheap, high-recall first-pass filter that removes obvious junk from a detector candidate pool before expensive story-origin research and PR judgment. Decides keep, monitor_only, or reject — never ranks, writes angles, verifies dates, or decides whether to pitch.

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。

elvisun/newsjack1,5532026年10月11日 更新

Prepare a sourced Minutes meeting outcome for human-governed closeout of existing X1 work. Use when the user wants a meeting decision or commitment to close, defer, escalate, or retire a specific X1 coordination thread. Never use it to infer settlement, move money, contact anyone, or close X1 work automatically.

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。

silverstein/minutes1,5502026年10月15日 更新

Set up player input in Unreal Engine 5 with Enhanced Input: Input Actions, Input Mapping Contexts, modifiers and triggers, adding the mapping context, and binding actions by ETriggerEvent. Use when wiring movement/look/jump input, creating IA_/IMC_ assets, binding in C++ or Blueprints, or when the user mentions Enhanced Input, Input Mapping Context, Input Action, IA_/IMC_, or ETriggerEvent.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Set up 3D physics in Unity 6.3 LTS: Rigidbody movement and forces, colliders, triggers vs collisions, layer-based collision, raycasts, and joints. Use when adding a Rigidbody, handling OnCollisionEnter/OnTriggerEnter, tuning collision layers, casting rays, or when the user mentions Unity physics, AddForce, isKinematic, or linearVelocity.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Set up and debug a Phaser 4 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Add AI navigation in Unity 6.3 LTS: bake a NavMesh with the AI Navigation package (NavMeshSurface), move agents with NavMeshAgent.SetDestination, and handle dynamic obstacles. Use when setting up pathfinding, making an enemy chase the player, baking navigation, or when the user mentions NavMesh, NavMeshAgent, NavMeshSurface, NavMeshObstacle, or Unity pathfinding.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Use Phaser 4 Arcade Physics: enable the world, give sprites bodies, set velocity/acceleration/gravity, and resolve collisions with colliders, overlaps, groups, and world bounds. Use when a Phaser game needs movement or collisions — when the user mentions Arcade Physics, this.physics, setVelocity, collider, overlap, gravity, onFloor, or a platformer/top-down controller. For game config, scenes, and the loader use phaser-core.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Structure a pygame (pygame-ce) game in Python: the init/event/update/draw loop, delta-time movement, Surface/Rect blitting, keyboard/mouse input, and Sprite/Group management with collision. Use when building or debugging a pygame game — when the user mentions pygame, pygame-ce, the game loop, blit, Surface, Rect, sprite groups, or clock.tick. Targets pygame-ce.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

puzzle

無料

Build a puzzle game: grid/board state, move input, rule-based resolution (match-3 cascades, sokoban pushes, tile logic), scoring, and undo. Use for a match-3, sokoban, or grid-logic puzzle.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Modify living Roblox Studio projects safely: inspect Explorer and execution locations, preserve existing structure, reuse modules/remotes, create meaningful Instances, apply Attributes and CollectionService tags, test server/client and multiple devices, inspect Output, and remove experiments/debug objects. Use when an agent edits a place or rbxl/rbxlx/Rojo project, operates in Studio, adds Scripts/LocalScripts/ModuleScripts, or must verify a Roblox change in 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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Structure and debug a LÖVE (Love2D) game in Lua: the love.load/update/draw loop, delta-time movement, input, and screen states. Use when building a LÖVE 11.x game (main.lua, conf.lua, .love).

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

Build a first-person shooter: move+mouse-look controller, hitscan or projectile shooting, weapons, health, and enemy AI. Use for an FPS, or tuning aim feel, time-to-kill, recoil, or spread.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

roguelike

無料

Build a roguelike: turn-based grid movement, procedural dungeons, permadeath, field-of-view, and loot tables. Use for a roguelike/roguelite or turn-based grid dungeon crawler with procedural levels.

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。

gamedev-skills/awesome-gamedev-agent-skills1,5292026年10月9日 更新

jira

無料

Jira issue workflows for search, issue updates, transitions, comments, field discovery, and interactive credential setup via the Jira REST API. Use when you need to configure Jira access, search with JQL, inspect an issue, create or update work items, move an issue between statuses, post comments, or discover required fields for issue creation.

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/hve-core1,5272026年10月15日 更新

Design and build the visual layer of a long-form talking-head video as one persistent world the camera moves through, instead of a sequence of separate graphics. Use when asked to edit a video, add motion graphics, design the visuals for a script, plan an edit, or fix an edit judged confusing, text-heavy, hard to follow, or "clearly made by an AI". Covers the persistent world, camera grammar, the spotlight rule, spatial open loops, ornament and token discipline, transcript timing, and the verification 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。

nateherkai/herk-edit-kit1,5132026年10月14日 更新

Design and build the visual layer of a long-form talking-head video as one persistent world the camera moves through, instead of a sequence of separate graphics. Use when asked to edit a video, add motion graphics, design the visuals for a script, plan an edit, or fix an edit judged confusing, text-heavy, hard to follow, or "clearly made by an AI". Covers the persistent world, camera grammar, the spotlight rule, spatial open loops, ornament and token discipline, transcript timing, and the verification 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。

nateherkai/hyperframes-student-kit1,5072026年10月13日 更新

oil-ui

無料

Design, improve, and review interfaces for websites, apps, dashboards, and components: explore distinct design directions, compare styles side by side, and refine visual hierarchy against real screenshots. Delivers comparison pages, design notes, mockups, or working interfaces. Use for new interface design, style comparison, visual polish, screenshot recreation, or interface review. Not for business logic, APIs, builds, code cleanup without visible UI changes, or routine edits where the exact change is already specified (changing copy or counts, removing named elements, reusing existing styles), even if phrased as 'optimize'. If oil-ui-pro is installed, use oil-ui-pro instead. 设计、改进和评审网站、App、后台与组件的界面,完成设计方向探索、多风格同屏比较、视觉层级和基于实际画面的迭代;按请求交付对比页、设计说明、设计稿或可运行界面。当用户需要新界面设计、比较不同设计风格、视觉精修、截图还原或界面评审时使用。只负责设计判断,组件归属、数据流、状态正确性和测试等代码实现质量不在范围内。不用于纯业务逻辑、接口、构建部署、无界面行为变化的代码整理、单独绘制普通插画、操作现有网站,以及改文案、调数量、删指定元素、复用现有样式这类已经说清怎么改的日常修改(哪怕带有“优化”字样)。已安装 oil-ui-pro 时交给 oil-ui-pro。

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。

oil-oil/oil-ui1,4992026年10月15日 更新

This skill should be used when picking or diagnosing a training move (SFT, LoRA, DPO/KTO/ORPO, RFT, GRPO/PPO/RLOO, RLHF), or when the user mentions fine-tuning, post-training, training recipe, reward design, or weight updates. Decision tree by reward shape, smoke-run gate, three failure diagnostics, five false-progress patterns. Provider recipes and I/O contract in references/.

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。

evo-hq/evo1,4722026年10月5日 更新

Finds Skills in configured local repositories before searching CCPM. Use when discovering or reusing a Skill, finding PDF/code-review tools, inspecting a Skill, listing installed/popular/recent Skills, or installing/updating/removing Claude Code Skills/plugins.

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。

daymade/claude-code-skills1,4642026年10月15日 更新