Clones a VIDEO ad end to end for a different product or offer, on the Novoads API. The deliverable is a finished rendered MP4 — the WHOLE ad, not its opening, and not a template. Reads the source's style, pacing, camera work, dialogue and tone, adapts it into a Seedance 2.0 prompt, prices it, renders it, files the source beside the clones and diffs each clip's transcript against the approved script. Use for "clone this video ad", "recreate this video for my brand", "make this ad but for my product" when the source is a video, "clone my competitors' VIDEO ads", or a video ad handed over with a product photo. **Among cloners the source's medium decides, not the wording**: "clone this ad" plus a video lands here; a still, or nothing attached, is clone-image-ad, and animating a still as-is is image-to-motion. This pack has no hook-only skill: for the opening alone, clone the whole ad and cut. If it does not move, wrong skill.
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。
novoads/agent-skills☆ 232026年10月8日 更新
Pulp in the browser — the WAM v2 and WebCLAP adapters, the wasm runtime, the Skia/WebGL2 browser window host, and the WebGPU (emdawnwebgpu) GPU-audio lane. Covers what does and does not compile to wasm, the worklet-thread constraints (no std::thread, no fetch, no navigator.gpu), the non-realtime tick, memory growth, how to PROVE a GPU lane actually ran rather than silently falling back to CPU, and the silent-failure traps that make a wasm build "work" while producing no audio or no pixels.
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
Real-DAW (REAPER) functional smoke for reload/editor/format-adapter changes — opt-in, scoped, headless-safe, zero-pollution
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
Reproduce and debug "only happens in a DAW" audio plugin bugs (cutouts, glitches, parameter-change failures) entirely offline — headless Processor scenes for DSP bugs and a standalone AudioUnit host probe for adapter/host-interaction bugs. Use when a plugin misbehaves in Logic/Live/etc. but unit tests are green.
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
LV2 format adapter for Pulp — the Turtle manifest the build emits by asking the module to describe itself, port indices as a saved-session wire format with one shared layout, host transport arriving as a time:Position atom on the MIDI port, the optional buf-size feature that is a hint and not a guarantee, state:interface versus control ports, and the real-time rules run() has to keep.
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
Optional ARA support for Pulp, including developer-supplied ARA SDK setup, CMake enablement, adapter companion APIs, validation, and ARA-aware plugin implementation guidance.
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
Configure, implement, and test Pulp's optional desktop Ableton Link tempo-sync adapter while preserving the developer-supplied SDK, licensing, realtime, latency-compensation, and no-install boundaries.
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。
Generous-Corp/pulp☆ 222026年10月14日 更新
Keep paperclip-docs in lockstep with the parent paperclipai/paperclip codebase. Detects code-surface changes (CLI, env vars, API routes, adapters, plugin SDK, schemas) and produces friendly-tutorial-voice doc updates. Two modes — `nightly` (tracks parent's default branch (currently `master`), targets the `nightly` branch, preview deploy) and `release` (on parent tag, merges nightly → main, tags, ships live). Trigger phrases: "sync docs", "update docs from paperclip", "/sync-docs", "check for paperclip changes", "is docs current".
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/paperclip-docs☆ 222026年10月13日 更新
Interface-based state machine patterns for Unity game states, character controllers, and UI flows. Use when implementing game flow (menu -> gameplay -> game over), character states (idle -> run -> jump -> fall), AI behavior states, or UI screen transitions. Triggers on "state machine", "game states", "character states", "screen flow", "game flow", "add states to", "idle/run/jump", "menu flow", "AI states", "boss phases", or any task involving managing discrete states with transitions between them. Reads ProjectConfig.yaml -> architecture_pattern to adapt patterns for SO-first or DI-first.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Generates networking boilerplate adapted to the project's chosen networking package (NGO, Mirror, Photon). Use when setting up multiplayer systems, syncing state, writing RPCs, building lobbies, or designing an authority matrix. Triggers on requests like "add multiplayer", "sync player health", "create an RPC", "set up lobbies", "make this networked", "add co-op", "replicate this across clients", "spawn networked objects", "handle player disconnect", "create a matchmaking system", or any task involving network state synchronization, remote procedure calls, or client-server architecture. Always reads ProjectConfig.yaml -> networking before generating code. If networking is "none", do NOT generate networking code.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Unity 6 lighting and visual effects guide. Use when working with lights, baked/realtime/mixed lighting, light probes, reflection probes, Adaptive Probe Volumes (APV), global illumination, Particle System, VFX Graph, or post-processing effects. Based on Unity 6.3 LTS documentation.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Use when behavior-preserving frontend refactoring focuses on variable meaning, field naming, derived state, or reference/value identity, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when building or reviewing Canvas 2D, Three.js/WebGL, React Three Fiber, GLSL shaders, ShaderToy-to-WebGL adaptation, 2D/3D visualization, game rendering, animation loops, GPU resource cleanup, or rendering performance. Do not use for standard DOM UI, charts already covered by a chart library, or non-graphical performance work; Chinese triggers include Canvas, Three.js, WebGL, GLSL, Shader, 3D, data visualization, games.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when designing, implementing, or reviewing responsive frontend layouts, mobile-first breakpoints, container queries, fluid grids, data-dense tables, touch targets, safe areas, orientation changes, viewport overflow, or cross-device UI behavior; Chinese triggers include responsive layouts, mobile-side adaptation, breakpoints, container queries, horizontal and vertical screens, touch targets.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on function structure, naming, parameters, shared context, or phase boundaries, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on conditional complexity, repeated branches, guards, special cases, or internal invariants, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on behavior/data ownership, statement placement, loops, or dead-code knowledge, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on function API shape, flags, dependencies, mutability, construction, or command/function trade-offs, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on legacy OO hierarchies, subtype responsibilities, superclass extraction/collapse, or delegation, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Use when behavior-preserving frontend refactoring focuses on record, collection, value, responsibility, delegation, or algorithm boundaries, and the selected technique needs family-specific mechanics, risks, and JavaScript/TypeScript/React/Vue adaptation.
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。
bovinphang/frontend-craft☆ 222026年9月26日 更新
Multilingual communication, translation, localization, and language quality skill for translating, rewriting, localizing, summarizing, tone-matching, and reviewing content across languages. Use for multi-language prompts, UI strings, documentation, cultural adaptation, terminology consistency, bilingual output, language detection, and Indonesian/English or other cross-language workflows.
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。
Garyson26/Trident-SecOps-Skills☆ 212026年9月30日 更新
Assistant-behavior design skill for approximating a Claude-like analytical, careful, conversational style without claiming to be Claude or Anthropic. Use when the user asks to duplicate, emulate, adapt, or recreate a Claude-style "mythos" or persona for prompts, agent specs, writing style, reasoning discipline, safety posture, or UX behavior.
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。
Garyson26/Trident-SecOps-Skills☆ 212026年9月30日 更新
Use when a task needs the judgment of a Cutting/Slicing Machine Operator — calculating a portion weight overweight margin from measured weight variability to minimize giveaway while staying compliant, verifying a thickness setting against a new product lot's actual density rather than reusing a prior lot's setting, diagnosing declining cut quality as a blade-condition issue rather than compensating with thickness/speed, or adapting cut pattern to irregular input to improve yield.
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新
Use when a task needs the judgment of a dispensing optician — translating a written prescription into a fitted pair of glasses, resolving frame/lens material tradeoffs, diagnosing why a finished pair doesn't feel or see right, or deciding whether a fit problem is remake, adjustment, or patient-adaptation.
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。
wonsukchoi/domain-experts☆ 212026年10月12日 更新