Refactor code while preserving passing tests and behavior. Use during the TDD refactor phase to remove duplication, improve design, and verify each structural change.
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。
2,638 件 ・ 関連度順
概要と使いどころ
Refactor code while preserving passing tests and behavior. Use during the TDD refactor phase to remove duplication, improve design, and verify each structural change.
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。
Write idiomatic C++ code with modern features, RAII, smart pointers, and STL algorithms. Handles templates, move semantics, and performance optimization. Use PROACTIVELY for C++ refactoring, memory safety, or complex C++ 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。
From an idea to a sellable series design; series engine / franchise, story pattern, character webs that keep generating conflict, pilot types, and the documents that sell them (剧集引擎/franchise/故事模式/人物网/试播集类型/剧集圣经/跳板/提案). Merged from Rabkin's four-element franchise and story landmines, Landau's tacit contract and pitch recipe, Oberg's series types and bible specs, Douglas's franchise-plus-springboard and bible tiers, Goldberg & Rabkin's 100-episode test, Blum's concept/presentation/bible ladder, Miller's ten-component treatment, Calvisi's Compelling Crisis, Smith's series format, plus engines read off Sopranos, Fleabag and Succession. Use when turning an idea into a series, testing whether a premise has legs, choosing premise vs typical-episode pilot, designing a sustainable character web, writing a logline, pitch document, bible or treatment, picking a series type, adapting IP into a series, or diagnosing a project that feels "more like a movie than a series".
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。
Read-only audit of `.tex`, `.qmd`, or `.md` text for AI-voice tells — boilerplate transitions ("Moreover", "Furthermore", "It is important to note that"), AI-cliché lexicon ("delve", "navigate the complexities", "tapestry", "robust framework"), em-dash overuse, symmetric paragraph shapes, tricolon abuse, hedging stacking, "not only X but also Y" frames, and formulaic openers. Produces a report; does NOT rewrite. Use when user says "humanize", "does this sound like AI?", "check for AI tells", "de-AI this draft", "remove AI voice", "audit my prose for sycophancy", or before journal submission / posting a working paper.
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。
Transform photos, film stills, or new scene descriptions into the observed visual grammar of the 2026 animated film 《牛来》. Use when the user asks for 牛来风格、牛来正片风格、粗粝低模动物 3D、把真人画面改成牛来式动画,or requests iterative comparison against 《牛来》 references. Default to the rough film-3D mode; use the separate ink-poster mode only when the user explicitly asks for the movie poster look.
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。
选题全生命周期调度:记录选题、深化选题、选题推荐、立项分发(视频/图文/文章/实操长片/多形态)、发布归档。 Use when the user says 灵感xx, 想法xx, 记录选题, 这个可以做个选题, 先存着这个链接, 深化选题/深化一下xx, 给我N个选题, 帮我出选题, 选题推荐, 立项, 做成视频, 制作视频, 做成文章, 制作文章, 做成图文, 制作图文, 做成实操长片, 图文视频文章都做/都分发, 我要自己出镜讲, xx发布了, xx要改; or when the user gives a link plus a target form (链接+制作视频/文章/图文). Owns the 00-选题池 card system: one topic = one card; user never moves files — this skill does.
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。
将参考图或简要描述解码为可编辑的半色调纸张拼贴规范,默认使用 Codex 内置 image_gen 生成品牌一致的静帧和透明图层,再用本地 FFmpeg 或 HyperFrames 制作“从空背景逐件组装”的确定性动态视频。用户提到半色调拼贴、纸张拼贴、剪纸拼贴、编辑式拼贴、杂志拼贴、复古印刷拼贴、拼贴动效、拼贴动画、剪纸动画、纸片组装、逐层组装、从无到有、元素飞入拼装、定格拼贴、定格动画、Arcads 风格、参考图拆解、风格拆解、反向拆解视觉、照这个风格做、做类似的、生成拼贴静帧、让这张图动起来、让这些元素组装起来、制作拼贴广告或拼贴解释视频时使用。英文触发语义包括 editorial collage、halftone collage、paper collage、paper-cut motion、stop-motion graphic、assemble from empty、build-on motion、analyze this、break this down、reverse-engineer this look、generate the stills、animate this、make these move。默认不调用 Arcads、Nano Banana、Seedance 或 Kling;只有用户明确要求且对应连接器可用时才进入外部生成路径。
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。
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。
Use when the reflex is to add a feature, layer, or process. Prefer removing harmful or nonessential elements first, with an irreversibility guard before deletion.
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。
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。
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。
Write the day's Instagram Stories - the frame-by-frame sequence, which stickers to use where, and the one that moves people into the DMs. Use when the user says "stories", "what do I post on my story", "story sequence", "poll idea", "I have nothing to story about", or wants to sell something without making a post about it.
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。
Strip the machine fingerprint out of any draft - em dashes, AI slop words, invisible watermark characters - and score it against a five-check detection panel before it goes out. Use whenever text needs to sound human, when the user says humanize, "does this sound like AI", "remove the em dashes", "de-slop this", "this sounds like ChatGPT", or before any caption, script, comment, reply or DM is shown to the user.
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。
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。