Automatically extract abstract finite-state models in SMV/NuSMV format from source code (C/C++, Java, Python) for formal model checking. Use when users need to: (1) Generate SMV models from program code for verification, (2) Extract state-transition models from protocol implementations, (3) Analyze control flow and data flow to construct formal models, (4) Create models for checking safety and liveness properties, (5) Convert imperative code to declarative state machines. Particularly effective for protocol implementations, concurrent systems, and control logic with clear state transitions.
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。
ArabelaTso/Skills-4-SE☆ 2532026年8月21日 更新
Production guidance for authoring, integrating, and reviewing GSAP animation in browser-rendered media. Use for deterministic kinetic typography, SVG drawing and morphing, motion paths, FLIP transitions, responsive motion systems, or frame-seekable GSAP timelines inside HTML video composition and React-based renderers; not for ordinary CSS transitions or generic frontend development.
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。
calesthio/generative-media-skills☆ 2022026年7月14日 更新
Build Sankey, alluvial, river, and CONSORT-style flow diagrams to visualize cohort transitions, cell-state changes, or pipeline filtering using ggalluvial, networkD3, plotly, and consort. Use when showing how entities move between categories across timepoints (cell states, drug response classes, patient flow through a trial) or filtering pipelines (variants filtered through QC stages).
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。
BioTender-max/awesome-bio-agent-skills☆ 2012026年7月2日 更新
In-chat fallback for the Timeline Inspector Refine agent. Use when the user runs `/refine live`, asks to "refine live", "go live", or answer refine jobs — but ONLY when no persistent agent is wired (no `npx transitions-refine live`). Prefer `npx transitions-refine live` for run-and-forget (relay spawns agent per click, no idle credit burn). This skill long-polls the relay, posts suggestions, handles scan/apply jobs.
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。
skillmds/skillmd☆ 1982026年10月9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
Animate routes; support native View Transitions.
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。
TheGoat395/Codex-Skills☆ 1272026年9月11日 更新
Design GPU-accelerated animations with Web Animations API (WAAPI), Scroll-Driven Animations (ScrollTimeline/ViewTimeline), FLIP technique, easing systems, and accessibility (prefers-reduced-motion). Use when user asks to create animations, transitions, scroll effects, page transitions, or interactive motion for web UIs. Do NOT use for canvas-based animations (Three.js, PixiJS), video editing, or non-web (native mobile) motion 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。
EliasOulkadi/shokunin☆ 1142026年10月5日 更新
Designing workflows and state machines. Use when state transition design, invalid transition detection, Saga patterns, or approval flow design is needed.
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。
simota/agent-skills☆ 922026年10月12日 更新
Design and plan iOS animations with structured specs covering transitions, micro-interactions, gesture-driven motion, and loading states. Use when the user asks to plan, design, or spec out animations for an iOS app — including screen transitions, navigation animations, interactive gestures, onboarding flows, or any motion design work. Also use when the user wants animation recommendations or wants to decide between animation approaches before writing 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。
existential-birds/beagle☆ 822026年9月16日 更新
Run human-to-agent migration - audit which roles can be agent-assisted or replaced, design the transition playbook, and manage the offboarding of displaced roles. Use when asked to "which roles can agents replace", "how do we transition to AI-first ops", or "build our agent migration plan".
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 Astro 5+ framework — Content Collections, Islands Architecture, View Transitions, partial hydration, and MDX integration / Panduan ahli framework Astro 5+ — Content Collections, Islands Architecture, View Transitions, partial hydration, dan integrasi MDX.
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
Transitions a GitHub milestone from planning to active execution. Use when the team is ready to begin a sprint or release cycle — bulk-transitions open issue labels from status:needs-grooming to status:in-progress, updates GitHub Projects V2 Status to In Progress, and confirms before applying changes. Requires milestone number as argument. Use after /group-items-to-milestone.
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13日 更新
Transition an Incan RFC from one status to the next. Use when the user asks to promote, advance, or finalize an RFC, or says /bump-rfc. Handles Draft → Planned, Planned → In Progress, and In Progress → Implemented transitions.
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。
encero-systems/incan☆ 612026年10月13日 更新
Read and manage Jira Cloud issues, projects, boards, sprints, comments, and transitions. Use this whenever the user wants to search issues with JQL, create or update a ticket, transition an issue (move to In Progress / Done), add a comment, check a sprint or board, look up a project, or ask "what's in my Jira queue" — even if they don't say "API". Also use it for any *.atlassian.net URL, an issue key like "PROJ-123", or a JQL string. Always start from this skill when interacting with this service — its bundled scripts and recipes are the fastest path.
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。
anthropics/claude-tag-plugins☆ 602026年10月8日 更新
Use Deptry when an agent needs to verify that a Python project's declared dependencies still match the imports the code actually uses. The agent scans the codebase, flags unused direct dependencies, missing declarations, and transitive imports that only work by accident, then turns the findings into cleanup commits or release blockers.
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☆ 522026年10月13日 更新
Adds a purposeful animation layer to Stitch-generated components — CSS transitions, Framer Motion (React/Next.js), or Svelte transitions. Always respects prefers-reduced-motion.
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。
gabelul/stitch-kit☆ 452026年7月21日 更新
Improve or implement purposeful motion systems, micro-interactions, gestures, and transition behavior for production-grade UI. Use when the user mentions animation, motion, transitions, micro-interactions, hover states, drawers, toasts, gestures, or making the UI feel more alive.
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。
aladicf/better-web-ui☆ 422026年5月22日 更新
审视、设计、从零启动或改进 HarmonyOS、OpenHarmony 与 ArkUI 产品界面。用于检查 ArkTS UI、建立新项目设计基线、区分永恒原则与当前平台视觉语言、规划跨手机/平板/折叠屏/PC 的导航和布局、多输入控件状态、animateTo、transition、geometryTransition、springMotion、手势跟手与可打断动效、异步状态真实性、视觉分层参数、无障碍或动画性能,或建立鸿蒙 Motion Token 时。不要用于签名、构建、网络、存储、权限、数据库等纯工程问题,也不要用于通用视频剪辑或其他移动平台的设计规范评审。
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。
dososo/HarmonyOS-Design☆ 382026年7月15日 更新
Systematically interpret ultraviolet-visible absorption spectra to identify chromophores, classify electronic transitions, apply Woodward-Fieser rules for conjugated systems, and perform quantitative analysis using the Beer-Lambert law.
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。
pjt222/agent-almanac☆ 372026年10月13日 更新
"Net-zero transition playbook: GHG inventory (ISO 14064-1, GHG Protocol Scope 1/2/3), science-based targets (SBTi), TCFD and ISSB S1/S2 climate disclosure, Taiwan carbon fee, decarbonization roadmap, internal carbon pricing, supply-chain carbon, product carbon footprint, green electricity and T-REC. Use for corporate decarbonization roadmap, carbon inventory, carbon-fee response, TCFD/ISSB reporting, supply-chain decarbonization, or responding to international customers (Apple, RE100). Triggers: 『碳盤查』『SBTi』『碳費』『TCFD』『淨零路徑』『範疇 3』『綠電』『CBAM』『ISO 14064』『ISSB』『T-REC』. For Taiwan EMBA ESG/sustainability/operations/strategy/finance cases. Focuses on Taiwan listed-company and supply-chain practice; sustainability strategy theory: use Asgard `grad-sustainability`; ERM 框架整合氣候風險: use `biz-erm`; 董事會 ESG 委員會結構設計: use `biz-corporate-governance`; 併購 ESG 盡職調查: use `fin-m-and-a`.".
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。
charlieviettq/awesome-agent-skill☆ 262026年7月20日 更新
Debug or validate Pulp animations / transitions / scroll behavior using in-process motion fixtures and offline visual analysis. TRIGGER on phrases like "animation is wrong", "transition timing off", "fade too late", "card slides too far", "scroll jumps on restore", "scroll offset wrong on restore", "frame jump in the timeline", "easing looks wonky", "imported Figma motion doesn't match source", "settle time / overshoot / drift / monotonic", "what value does the knob reach at frame N", "record this animation so I can replay it", "this animation is expensive — which one and why", "reduced-motion broken", "scrub a captured fixture". Captures fixtures (.motion.jsonl), and ships assertion helpers (is_monotonic / settling_time_seconds / overshoot / start_delay_seconds / final_value / local_step_outlier_ratio) and the `scroll_geometry` trace for `ScrollView` content-offset / visible-rect / content-size observability. Off by default in prod.
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
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
Use when designing, implementing, or reviewing frontend interaction motion, page transitions, scroll animation, Framer Motion, GSAP, Lottie, CSS animation, motion intensity, animation performance, reduced-motion behavior, or cinematic but accessible UI motion. Do not use for SVG-only path drawing, Canvas/WebGL rendering, or ordinary hover states; Chinese triggers include motion design, interactive effects, page transitions, scroll animation, Framer Motion, GSAP.
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 this skill when mapping care coordination process requirements for Health Cloud: designing care team workflows, transition of care handoffs, social determinants of health (SDOH) barrier tracking, and care gap identification. NOT for building care plan templates, problems, and goals — use admin/care-plan-configuration. NOT for referral routing and provider networks — use admin/referral-management-health.
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。
PranavNagrecha/AwesomeSalesforceSkills☆ 192026年10月4日 更新