Run a spec-driven agent loop where coding tasks live as markdown specs that move through inbox → active → archive, get implemented by Claude Code or Codex, and pass a review gate before they count as done. Use when the user mentions "loop factory", a "spec-driven loop", an "agent factory", wants repeatable/reviewable agent work, or when a repo has a factory/specs/inbox or factory/specs/active directory. Also covers installing and scaffolding the loop-factory CLI into a project.
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。
JuliusBrussee/skills☆ 1642026年8月7日 更新
Universal Web Scraper workflow skill. Use this skill when the user needs AI-driven data extraction from 55+ Actors across all major platforms. This skill automatically selects the best Actor for your task and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Universal Web Scraper workflow skill. Use this skill when the user needs AI-driven data extraction from 55+ Actors across all major platforms. This skill automatically selects the best Actor for your task and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Acceptance Orchestrator workflow skill. Use this skill when the user needs a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance verification with minimal human re-intervention and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
Acceptance Orchestrator workflow skill. Use this skill when the user needs a coding task should be driven end-to-end from issue intake through implementation, review, deployment, and acceptance verification with minimal human re-intervention and the operator should preserve the upstream workflow, copied support files, and provenance before merging or handing off.
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。
diegosouzapw/awesome-omni-skills☆ 1602026年7月8日 更新
音乐制作 / 混音 (音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it in the mix' (heavy processing, 后期补救)**; **In-the-box 全数字 (ITB: DAW + 插件,召回方便,bedroom 可达专业) ⇄ 模拟硬件/outboard (analog console + 硬件,'mojo'/谐波染色 vs 召回噩梦)**; **人性化/groove/不完美 (humanize, push/pull, 'the feel') ⇄ 量化/网格/修音 (quantize to grid, pitch-correct, 'in the pocket' 靠编辑)**; (b) 核心工作流 / pipeline (最标准、最易蒸高质量+CLI 化) — 编曲制作 arrangement/production → 录音/编程 tracking/programming → 编辑 editing (comping 选段/quantize/pitch-correct/time-align) → 混音 mixing (gain staging → balance 平衡 → EQ → compression → 空间 reverb/delay → 自动化 automation → 总线/母线处理 bus/mix-bus) → 母带 mastering (响度/EQ/限制 limiting/dither/排序+间隔) → 交付 delivery (DDP/streaming spec/stems); (c) 工具栈 — DAW (Pro Tools 录音棚标准/Ableton Live 电子+现场/Logic Pro Mac 性价比/FL Studio beatmaker/Cubase/Studio One/Reaper); 插件 (EQ: FabFilter Pro-Q/SSL/API; 压缩: 1176/LA-2A/SSL bus comp 及其复刻 Waves/UAD/Plugin Alliance; 混响: Valhalla/Lexicon/Bricasti; 调音: Auto-Tune/Melodyne; 限制器 limiter: Pro-L 2/Ozone); 硬件 (监听音箱 monitors: Yamaha NS-10/Genelec; 声学处理 acoustic treatment; 转换器 converters: Apollo/RME; 话筒 mics: U47/SM7B/57); 采样/音色 (Splice/sample packs/Kontakt/Serum 合成器); (d) 知识正典 — Mixing Secrets for the Small Studio (Mike Senior)、The Mixing Engineer's Handbook / Recording Engineer's Handbook (Bobby Owsinski)、Zen and the Art of Mixing (Mixerman)、The Art of Mixing (David Gibson 可视化)、Modern Recording Techniques、Sound on Sound 杂志、Mix With The Masters 大师课、Pensado's Place; (e) figures/流派 — 混音大师 (Chris Lord-Alge CLA 摇滚/Andrew Scheps 'Stadium' 3-bus/Tony Maserati/Manny Marroquin/Serban Ghenea 流行隐形混音/Michael Brauer multing); 制作人 (Rick Rubin 减法/氛围、Quincy Jones、Dr. Dre 完美主义、Max Martin 流行结构、Jack Antonoff、Finneas bedroom→Grammy、Metro Boomin/trap、Timbaland、Pharrell); 母带 (Bob Katz K-system/响度战争批判、Bob Ludwig、Greg Calbi); 教育者 (Mike Senior、Pensado、Warren Huart Produce Like A Pro、Dan Worrall 技术深挖); (f) 行业话术/黑话 — gain staging/headroom/LUFS/true peak/comping/bouncing/printing/stems/DI/reamp/sidechain/parallel compression 并行压缩/mid-side/bus/aux/send-return/dry-wet/transient/sibilance/de-ess/pumping/mud 浑浊/harsh 刺耳/boxy/muddy/in the pocket/the pocket/quantize/swing/groove/vibe/mojo/reference track/A/B/recall/print/glue 胶水; (g) 争议/批判 — 响度战争 loudness war (Bob Katz/Loudness Penalty/streaming 归一化 LUFS 终结了吗)、修音/Auto-Tune 之争 (artistic vs cheating)、ITB vs 模拟玄学 (硬件 'warmth' 是否安慰剂、null test 盲测)、preset/AI 混音 (iZotope/LANDR/sample-based 是否毁了 craft)、bedroom producer 民主化 vs 录音棚消亡、'loudness'/over-compression、plugin 复刻 vs 真硬件、Spotify normalization 对母带的影响、过度依赖 reference/抄袭; (h) 创意 vs 技术张力是本行业 deep tacit 知识的核心 — 大量隐性 '听感' 知识难以言传,靠 reference/学徒/千小时积累。不含: 现场扩声 live sound/PA、音乐理论/作曲 composition (虽相关但聚焦录音棚后期制作)、配乐/film scoring (虽相关但聚焦歌曲制作)、纯硬件电子工程/合成器 DIY、音乐商业/版权/发行 (虽相关但聚焦制作技艺本身)。) Master OS — automated mastery of 音乐制作 / 混音 (Music Production & Mixing) — 录音棚与卧室工作室里把一首歌从编曲/录音/编程做到混音/母带成品的工程+艺术认知操作系统,面向制作人(producer)、混音师(mixing engineer)、母带工程师(mastering engineer)、beatmaker、唱作人/bedroom producer,以及想入行/服务这行(录音棚、plugin 厂商、sample 公司)的视角。覆盖: (a) 第一性张力 — **服务歌曲/情绪 (serve the song / emotion-first: 技术只为打动人,'if it sounds good it is good',用耳朵不用眼睛) ⇄ 技术正确/工程纪律 (technical correctness: gain staging 增益结构、headroom 余量、相位 phase、监听校准、LUFS 响度规范)**; **黄金耳朵/直觉混音 (mix by ears, reference-driven, 不看分析仪) ⇄ 看表/分析仪/规则 (mix by metrics: EQ 曲线、频谱仪 spectrum analyzer、相关计 correlation meter)**; **少即是多/减法混音 (subtractive, 'less is more', 录好源头 = 混音成功一半) ⇄ 重度处理/'we'll fix it i
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。
swaylq/master-skill☆ 1552026年9月6日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
When the user wants to create SEO-driven pages at scale using templates and data. Also use when the user mentions "programmatic SEO," "template pages," "pages at scale," "directory pages," "location pages," "[keyword] + [city] pages," "comparison pages," "integration pages," "building many pages for SEO," "pSEO," "generate 100 pages," "data-driven pages," or "templated landing pages." Use this whenever someone wants to create many similar pages targeting different keywords or locations. For auditing existing SEO issues, see seo-audit. For content strategy planning, see content-strategy.
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Build and debug SceneKit scenes where one 3D object (a product, badge, coin, wheel) performs on a transparent stage inside a SwiftUI app - studio lighting, real shadows, baked keyframe choreography, hand-rolled physics, gestures and haptics, multi-scene sequencing. Use when working with SCNView or SceneView in SwiftUI, UIViewRepresentable 3D scenes, product or hero-object animation, roll or spin entrances, a first-frame hitch when a scene appears, shadows missing or wrong, metal rendering black, choreographed 3D motion that must stay interruptible, a continuous vapor stream (vent air, steam, mist) drawn as a shader-driven sheet, a liquid-metal or jelly blob (noise-deformed surface with mirror reflections and tap ripples), chrome or gold that looks cartoon-flat instead of real, HDRI image-based lighting, free trackball rotation of an actor, deterministic screenshot testing of shader-driven scenes, cutting an actor in two with a finger swipe (runtime mesh slicing with sealed cross-sections and a falling piece), a die-struck relief object (badge, coin, medallion) built from a heightfield with multiple finishes on one mesh, an actor crumbling into debris that falls and rests on the floor, reproducing a real object's motion from photos or video, or keyframed motion that stutters at its own keyframes. Not for RealityKit, ARKit, visionOS, or full game worlds.
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。
dembsky/PropMotion☆ 1132026年8月15日 更新
Create, curate, and grow email newsletters across all formats and strategies. Use when working on newsletters, email newsletters, weekly digests, link roundups, curated content, audience building, subscriber engagement, or content distribution. Covers 6 newsletter formats (curated/link roundup, story-driven, educational, interview, data-driven, personal update), editorial issue structure, content sourcing workflows, commentary writing, sending cadence, subject line optimization, subscriber growth, and engagement metrics. Trigger keywords: newsletter curation, curated newsletter, newsletter writing, newsletter format, newsletter strategy, newsletter template, content curation, subscriber growth.
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。
manojbajaj95/claude-gtm-plugin☆ 1062026年9月18日 更新
When the user wants to create SEO-driven pages at scale using templates and data. Also use when the user mentions "programmatic SEO," "template pages," "pages at scale," "directory pages," "location pages," "[keyword] + [city] pages," "comparison pages," "integration pages," "building many pages for SEO," "pSEO," "generate 100 pages," "data-driven pages," or "templated landing pages." Use this whenever someone wants to create many similar pages targeting different keywords or locations. For auditing existing SEO issues, see seo-audit. For content strategy planning, see content-strategy.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Walk every branching path and boundary condition in content, report only unhandled edge cases. Orthogonal to adversarial review - method-driven not attitude-driven. Use when you need exhaustive edge-case analysis of code, specs, or diffs.
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。
alibaba/opc-starter☆ 882026年7月22日 更新
🇺🇸 GitHub Star Sustained Growth Playbook — Monthly 300+ star growth SOP. Content rhythm, community ops, event-driven growth, contributor & ambassador systems. Battle-tested: AFFiNE 0→60K+, Client Project A 0→10K stars. 🇨🇳 GitHub Star 持续增长实操手册 — 月增 300+ Star 的完整 SOP。内容节奏、社区运营、活动驱动增长、Contributor 与 Ambassador 体系。实战验证:AFFiNE 0→60K+、Client Project A 0→10K Star。 🇯🇵 GitHub Star 持続成長プレイブック — 月間300+ Star成長SOP。コンテンツリズム、コミュニティ運営、イベント駆動成長、Contributor&Ambassadorシステム。実戦検証:AFFiNE 0→60K+、Client Project A 0→10K Star。 🇰🇷 GitHub Star 지속 성장 플레이북 — 월 300+ 스타 성장 SOP. 콘텐츠 리듬, 커뮤니티 운영, 이벤트 기반 성장, Contributor & Ambassador 시스템. 실전 검증: AFFiNE 0→60K+, Client Project A 0→10K 스타. Triggers: "GitHub star growth" | "sustained star growth" | "monthly star growth" | "star growth SOP" | "contributor system" | "ambassador program" | "open source community" | "community growth" | "developer community growth" | "star持续增长" | "Star增长" | "开源社区运营" | "贡献者体系"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
🇺🇸 KOL Outreach & Influencer Marketing Playbook — Complete SOP from discovery to ROI tracking. Battle-tested with 200+ KOL campaigns at AFFiNE (60k stars). Includes pricing benchmarks, email templates, content packages, platform algorithm guides, and data-driven evaluation frameworks. 🇨🇳 KOL 外联与红人营销实战手册 — 从发现筛选到 ROI 追踪的完整 SOP。基于 AFFiNE(60k stars)200+ 次 KOL 合作实战验证。包含报价基准、邮件模板、内容包模板、各平台算法指南、数据评估体系。 🇯🇵 KOLアウトリーチ&インフルエンサーマーケティング実践ガイド — 発見からROI追跡までの完全SOP。AFFiNE(60k stars)での200回以上のKOLキャンペーン実績。価格ベンチマーク、メールテンプレート、コンテンツパッケージ、プラットフォームアルゴリズムガイド。 🇰🇷 KOL 아웃리치 & 인플루언서 마케팅 플레이북 — 발굴부터 ROI 추적까지 완전한 SOP. AFFiNE(60k stars) 200+ KOL 캠페인 실전 검증. 가격 벤치마크, 이메일 템플릿, 콘텐츠 패키지, 플랫폼 알고리즘 가이드. Triggers: "KOL outreach" | "influencer marketing" | "KOL campaign" | "influencer outreach" | "creator partnership" | "KOL strategy" | "red人" | "红人营销" | "KOL合作" | "达人合作" | "influencer pricing" | "KOL ROI" | "content creator outreach" | "KOL筛选"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
Design a consumer-driven contract testing setup — Pact configuration and CI integration. Use when asked to "set up contract testing", "configure Pact", or "add consumer-driven contracts".
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。
tonone-ai/tonone☆ 762026年10月5日 更新
Expert guide for Domain-Driven Design (DDD). Covers tactical patterns (Aggregates, Value Objects), strategic patterns (Bounded Contexts), event storming, and CQRS / Panduan ahli Desain Berbasis Domain (DDD).
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。
roedyrustam/vibes-plug☆ 752026年10月9日 更新
Expert guide for Composable MACH Architecture (Microservices, API-first, Cloud-native, Headless) — dynamic UI composition, federated API mesh, Backend-for-Frontend patterns, plugin/extension architectures, event-driven composition, and composable AI routing / Panduan ahli Arsitektur MACH Komposabel — komposisi UI dinamis, API mesh federasi, pola Backend-for-Frontend, arsitektur plugin/ekstensi, komposisi event-driven, dan routing AI komposabel.
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。
roedyrustam/vibes-plug☆ 752026年10月9日 更新
BDD-Driven Mathematical Content Verification Skill Combines Behavior-Driven Development with mathematical formula extraction, verification, and transformation using: - Cucumber/Gherkin for specification - RSpec for implementation verification - mathpix-gem for LaTeX/mathematical content extraction - Pattern matching on syntax trees for formula validation Enables iterative discovery and verification of mathematical properties through executable specifications.
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。
plurigrid/asi☆ 672026年7月10日 更新
Per-project plugin configuration via .local.md files — covers the .claude/plugin-name.local.md pattern for storing user-configurable settings with YAML frontmatter and markdown body. Use when implementing plugin settings, reading YAML frontmatter from hooks, creating configuration-driven behavior, managing agent state files, or adding per-project plugin configuration. Covers file structure, parsing techniques, common patterns (temporarily active hooks, agent state management, configuration-driven behavior), security considerations, and best practices.
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。
Jamie-BitFlight/claude_skills☆ 672026年10月12日 更新
Generate or redesign evidence-based README files for apps, libraries, CLIs, monorepos, and agent skills. This skill should be used for /readme-write, /readme, generate readme, write readme, improve readme, 帮我写 README, 美化 README, README を書いて, README 작성해 줘, напиши README, or their equivalents in any language. Confirm reader and visual preferences before generation; every README includes a source-backed flowchart, and every language edition keeps identical content apart from the language. Git-driven updates are routed to the companion readme-update skill.
KieranGao/general-readme-skill☆ 632026年10月6日 更新
Design system that makes HTML output look like a professional consulting deliverable instead of default AI styling. Use WHENEVER generating any HTML document — report, analysis memo, proposal, research summary, dashboard, artifact — and when the user says 「HTMLで資料」「HTMLでまとめて」「レポートにして」「コンサル風に」「資料っぽく」「デザインがダサい」 or asks to restyle existing AI-generated HTML. Replaces boxes, borders, gradients, emoji and rainbow colors with whitespace-driven, typography-first, print-ready (A4) design.
Ted0321/kotetsu-work-ai-skills☆ 562026年8月16日 更新
Astro is a modern web framework for building content-driven websites. It ships zero JavaScript by default, supports multiple UI frameworks (React, Vue, Svelte, Solid), and provides islands architecture for optimal performance.
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。
agentskillexchange/skills☆ 512026年10月12日 更新
Evaluates regulatory decision impact with approval probability, timeline analysis, and outcome scenario modeling for event-driven positions. Use when analyzing regulatory events, evaluating FDA/FCC/DOJ decisions, or modeling regulatory outcomes.
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。
CaseMark/skills☆ 442026年9月9日 更新
Context-Driven Development methodology - treating project context as managed artifacts alongside code for consistent AI interactions and team alignment.
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。
oimiragieo/agent-studio☆ 432026年7月14日 更新