Live-site visual QA audit with fix loop. 10-category checklist (~80 items) including AI Slop Detection (10 blacklisted patterns). Atomic commits per fix. Before/after screenshots. A-F grading. Parallel cross-model code-level design audit. Modes: Full, Quick, Deep, Diff-aware, Regression.
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。
paperclipai/companies☆ 9212026年3月24日 更新
Build resilient, long-running, multi-step applications with AWS Lambda durable functions with automatic state persistence, retry logic, and orchestration for long-running executions. Covers the critical replay model, step operations, wait/callback patterns, error handling with saga pattern, testing with LocalDurableTestRunner. Triggers on phrases like: lambda durable functions, workflow orchestration, state machines, retry/checkpoint patterns, long-running stateful Lambda functions, saga pattern, human-in-the-loop callbacks, and reliable serverless applications.
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。
awslabs/agent-plugins☆ 9202026年10月10日 更新
Diagnose NCCL failures and adjacent training-pod failures on HyperPod GPU clusters (EKS or Slurm) — training hangs, AllReduce / collective-op timeouts, EFA or libfabric errors, rendezvous failures, EFA TCP fallback, /dev/shm or memlock issues, NCCL version mismatch across pods, container OOM / exit-137 / OOMKilled, GPU OOM (CUDA out of memory), CrashLoopBackOff / Pending pods, MASTER_ADDR DNS, NetworkPolicy blocking. Not for single-node hardware faults (→ hyperpod-node-debugger § G) or cluster-creation EFA / SSM failures (→ hyperpod-cluster-debugger § A / § F).
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。
awslabs/agent-plugins☆ 9202026年10月10日 更新
Build a trusted capture-and-triage front door so no commitment lives in your head. Use when open loops keep slipping, an inbox has become a backlog, or vague notes never turn into 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。
borghei/Claude-Skills☆ 9152026年10月7日 更新
Design, build, and operate Kubernetes operators. Use when extending Kubernetes with a custom controller, choosing a framework, designing CRDs, implementing reconciliation loops, or auditing an operator for anti-patterns.
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。
borghei/Claude-Skills☆ 9152026年10月7日 更新
Design calibrated interview loops, competency-based question banks, and hiring calibration. Use when designing interview processes, creating hiring pipelines, generating scoring rubrics, analyzing interviewer bias, or building question banks.
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。
borghei/Claude-Skills☆ 9152026年10月7日 更新
Referral and affiliate program design covering referral loop architecture, incentive design, trigger moment optimization, viral coefficient modeling, affiliate program structure, and optimization playbook.
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。
borghei/Claude-Skills☆ 9152026年10月7日 更新
Analyze a software codebase for algorithmic complexity and performance hotspots, then propose or implement safe optimizations without breaking behavior. Use when Codex is asked to scan many files, find inefficient loops, nested iteration, repeated scans, costly rendering/recomputation, N+1 queries, avoidable O(n^2) or O(n) operations, or reduce complexity such as O(n^2) to O(n log n) / O(n), while preserving tests, APIs, outputs, and maintainability.
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。
Kappaemme-git/codex-complexity-optimizer☆ 9132026年5月15日 更新
Engineer growth systems: PLG motions, referrals, viral and retention loops. "design a referral program"
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。
indranilbanerjee/digital-marketing-pro☆ 8892026年10月12日 更新
Always-on operational guardrails, model-independent. Apply on EVERY task and EVERY model whether or not fable-mode's staged loop is running. Three rules: verify-before-flag, warning batching, and find-and-replace safety. Trigger whenever a response would flag a problem, raise a warning, or edit files with search-and-replace.
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。
mrtooher/fable-mode☆ 8762026年10月13日 更新
Run fable-mode execution discipline on Claude Haiku. Routes the task to the @fable-worker-haiku agent, whose definition carries the staged loop with tightened verification (no bare "unverified" allowed) and an escalate-don't-improvise rule. Trigger when the user explicitly asks for thorough/systematic handling run cheaply or fast ("fable on haiku", "deep work mode but cheap", "stage this on haiku"). For bulk mechanical work. Do NOT use for tasks needing synthesis — benchmark note: at n=1 the skill's effect on Haiku swung both directions (+25 / −17); route quality-critical work to fable-sonnet instead.
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。
mrtooher/fable-mode☆ 8762026年10月13日 更新
Particles orbiting rings — an elegant loop. A bold, canvas-based effect from Open Design's html-ppt fx pack — for slides and launch videos. Guards prefers-reduced-motion (does not start). One per screen; on web use sparingly.
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。
nexu-io/motion-anything☆ 8672026年7月7日 更新
Evaluate completed mediation-competition problems consisting of general information and confidential packets for both sides. Use when asked to validate, audit, score, quality-control, or assess competition readiness; identify factual, numerical, chronological, authority, commercial-logic, or confidentiality defects; test mediation usefulness, BATNAs, settlement corridors, information asymmetry, and opportunities for firmness, cooperation, imagination, and clarification; or produce an author-only validation report. Perform a qualified partial review when packets are missing. Diagnose by default; do not generate a new problem or edit source packets unless repairs are expressly requested. Requires access to all supplied files and a host capable of reading their formats; otherwise disclose the unreviewed material and resulting limits.
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☆ 8662026年10月3日 更新
Adversarially stress-tests a legal text — a contract, statute, regulation, or judicial opinion — for interpretive ambiguity: it finds the seams where the people governed by it will later disagree about what it means and turns each into a concrete dispute scenario with both sides' arguments, the likely outcome, and a fix. Use it whenever someone wants to pressure-test, red-team, audit, or find weak spots, loopholes, gaps, ambiguities, or drafting problems in a legal document; whenever a drafter wants to tighten a contract, statute, regulation, or opinion before it issues; whenever a litigator wants to mine an opinion or contract for arguments; or whenever someone hands over a legal text and asks where it will be fought over or for issue-spotting. Trigger it for contract review, statutory-ambiguity analysis, judicial-opinion scope analysis, and drafting QA — even if the user never says "stress-test" or "ambiguity."
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☆ 8662026年10月3日 更新
Design a wise systems intervention from an existing analysis. Maps proposed actions against Meadows' leverage points, checks for unintended consequences, and generates alternatives.
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☆ 8632026年8月29日 更新
Design AI-supported collaborative tasks that structure group interaction and address participation problems. Use when students struggle to collaborate effectively on group tasks.
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☆ 8632026年8月29日 更新
Monthly CFO workflow for a company or agency — pull raw data from bank + payment processor + payroll + expense management, categorize and reconcile, compute end-of-month cash via transaction-sum method, update a scenario projector for forward forecasting, write the monthly snapshot report, surface decisions to leadership. Modes — monthly (default; the standing report), weekly (thin cash pulse), scenario (ad-hoc modeling in the projector), pickup (resume where the prior run left off). Anonymized team-scope sibling to personal-cfo (which handles personal household finances). Composes with company-brain (report gets stored + wiki-indexed there), toolify (wire company-specific data sources), loopify (schedule the monthly + weekly runs). Triggers on "/company-cfo," "/cfo," "monthly cash report," "do the CFO snapshot," "CFO monthly," "let's run CFO," "cash projection," "runway forecast," "monthly financials," "cash pulse."
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。
coreyhaines31/makerskills☆ 8622026年10月9日 更新
When you want to create, adapt, or update an Agent Skill (Claude Code, Codex, Cursor, and other hosts) in one of your repos (listed in ~/.config/makerskills/skillify/repos.yaml; defaults to makerskills). Modes — CREATE (from chat, video, dump, or scratch) turns a workflow into a new skill. ADAPT ports an external skill with keep/adapt/add classification, license check, and attribution. UPDATE improves existing skills from learnings with cross-skill propagation, memory-vs-skill triage, and semver. Checks new skills for host portability. Triggers on "/skillify," "create a skill," "make this a skill," "skill from this chat," "adapt this skill," "port this skill," "fork this skill," "update X skill," "apply this to the relevant skills," "propagate this learning," "improve [skill]," "fix [skill]." Part of the -ify trifecta (skillify / toolify / loopify).
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。
coreyhaines31/makerskills☆ 8622026年10月9日 更新
Design game experience, systems, and levels. Converge the chosen concept into one GAME_DESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write the game design document, design the branching story structure, scenes, dialogue and consequences. 游戏体验、系统与关卡策划。把选定概念收束为一份 GAME_DESIGN,定义玩家承诺、核心循环、世界响应、必要系统、关卡节奏、反馈、失败和可完整游玩的原型。用于设计游戏世界、深化玩法和关卡、设计互动叙事的场景对白与分支因果等需求。
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。
zenstory-ai/novel-to-game☆ 8592026年10月14日 更新
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the game is fully playable, or verify the build. 游戏证据化质量验证。在选定的目标运行环境中启动实际构建,证明真实渲染、输入、核心循环、至少一个设计结果、重开和明确限制,不把主观趣味包装成确定性结论。用于测试生成游戏、检查游戏能否完整游玩或验证构建。
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。
zenstory-ai/novel-to-game☆ 8592026年10月14日 更新
Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.
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☆ 8542026年10月14日 更新
Expert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities. Trigger keywords: Entity-Component, ECS, Gameplay, Actors, NPCs, Enemies, Weapons, Hitboxes, Game Loop, Level Design.
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☆ 8542026年10月14日 更新
Expert patterns for racing mechanics, checkpoint tracking, and ghost recording/playback in Godot 4. Use when building racing games, speed-run platformers, or arcade trials.
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☆ 8542026年10月14日 更新
Data-driven resource harvesting (mining, logging, foraging) for Godot 4: apply_hit tool/tier validation via HarvestToolData enums, HarvestResourceData yields, harvestable_node shake/deplete, respawn_manager world persistence, UNIX offline progress, autosave, and noise vein proc-gen. Trigger keywords: apply_hit, HarvestResourceData, HarvestToolData, offline UNIX, respawn_manager, tool tier, harvestable_node, FastNoiseLite veins.
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☆ 8542026年10月14日 更新