Post-ship documentation update. Reads all project docs, cross-references the diff, updates README/ARCHITECTURE/CONTRIBUTING/CLAUDE.md to match what shipped, polishes CHANGELOG voice, cleans up TODOS, and optionally bumps VERSION. Use when asked to "update the docs", "sync documentation", or "post-ship docs". Proactively suggest after a PR is merged or code is shipped. (gstack)
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。
mostafasudo/appilot☆ 32026年9月14日 更新
[BETA] Expert assistance for the Adobe I/O CLI plugin `@adobe/aio-cli-plugin-aem-rde` — the `aio aem rde` / `aio aem:rde` command tree used to deploy, inspect, log-tail, snapshot, and troubleshoot AEM Rapid Development Environments (RDEs). Activate ONLY when the user explicitly references RDE concepts: 'AEM RDE', 'Rapid Development Environment', `aio aem rde`, `aio aem:rde`, `aem-rde`, RDE snapshots, RDE deploy/install, `rde install`, `rde inspect`, `rde status`, `rde history`, `rde reset`, the `@adobe/aio-cli-plugin-aem-rde` package, or Cloud Manager program/environment configuration that is specifically for an RDE environment. Do NOT activate on generic AEMaaCS phrases like 'deploy to AEM Cloud', 'push my bundle', 'tail the publish log', 'cloud sandbox', or unqualified 'dispatcher-config / frontend / env-config deployments' — those belong to Cloud Manager pipelines, not RDE. This skill is in beta. Verify all outputs before applying them to production projects.
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。
OCIOStateOfNebraska/stateofnebraska-aem☆ 32026年10月9日 更新
Elite frontend image-direction skill for generating premium, conversion-aware website design references. CRITICAL OUTPUT RULE — generate ONE separate horizontal image FOR EVERY section. A landing page with 8 sections produces 8 images. Never compress multiple sections into one image. Enforces composition variety (not always left-text / right-image), background-image freedom, varied CTAs, varied hero scales (giant / mid / mini minimalist), narrative concept spine, second-read moments, and a single consistent palette across all images. Optimized for landing pages, marketing sites, and product comps that developers or coding models can accurately recreate.
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。
heyAyushh/stacc☆ 32026年9月21日 更新
Build localized client XAML controls with correct lifecycle, culture refresh, resource references, ownership, and validation.
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。
ArcaneSS14/arcane-new☆ 32026年10月13日 更新
Maintain entity references, ownership links, target relationships, deletion cleanup, and network-safe relation state.
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。
ArcaneSS14/arcane-new☆ 32026年10月13日 更新
Edit maps, map prototypes, grids, placements, entity references, and serialized compatibility safely.
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。
ArcaneSS14/arcane-new☆ 32026年10月13日 更新
Design a self-improvement loop for a shipped product's AI agents — production traces feed evals, evals feed improvement proposals (prompts, playbooks, retrieval configs), and a human approval gate promotes changes with rollback. Technique-agnostic: chooses per project between ACE-style evolving playbooks, GEPA/MIPROv2 offline optimization, or simple eval-driven iteration via references/techniques.md. Load when the user asks to make my product's agents self-improving, learn from production traces, add a learning loop, evolve prompts or playbooks safely, promote agent improvements, or GEPA-style optimization. NOT harness-evolution (that improves the coding agent), NOT experimentation (product A/B tests), NOT agent-run-retro (dev-phase manual retros — this skill is the production-scale continuation).
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。
dvy1987/agent-loom☆ 32026年8月8日 更新
Compress bloated project or global memory while preserving decisions, rationale, revisit triggers, provenance, and active user preferences. Load when memory exceeds budget, global memory is too large, session logs are repetitive, or before appending to an over-budget memory file.
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。
dvy1987/agent-loom☆ 32026年8月8日 更新
Understand audience demographics, preferences, behavior patterns, and engagement quality across Facebook, Instagram, YouTube, and TikTok.
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。
nimoqup046-collab/agora☆ 32026年3月26日 更新
Query UniProt's REST API (post-2022 endpoint at rest.uniprot.org) for protein sequences, annotations, GO terms, cross-references, ID mappings, and proteomes. Use when fetching UniProtKB entries, navigating the JSON schema, choosing between UniProtKB/UniRef/UniParc/Proteomes resources, deciding stream vs search endpoint for batch retrieval, running ID-mapping jobs with the async pattern, handling isoform suffixes, or filtering reviewed Swiss-Prot vs auto-annotated TrEMBL. Encodes the legacy URL migration (2022), the new JSON schema layout, and bulk-pull 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。
peacezha/HPClaw☆ 32026年10月11日 更新
Find cross-database references between NCBI databases using Biopython Bio.Entrez (ELink). Use when navigating gene to protein/structure, sequence to publication, PubMed to GEO, BioProject to SRA runs, or discovering all link relationships for a record. Covers linkname semantics, cmd= variants, asymmetric link warnings, neighbor_history for >200 input IDs, and per-database link tables.
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。
peacezha/HPClaw☆ 32026年10月11日 更新
Detect syntenic blocks and structural rearrangements between genomes using MCScanX (Wang 2012), JCVI/MCScan (Tang 2008 Python), GENESPACE (Lovell 2022) for orthology-anchored riparian visualization, SyRI for structural variation, AnchorWave for sequence-level synteny, i-ADHoRe 3.0 for highly diverged species, SynNet for synteny networks, and ntSynt for multi-genome macrosynteny. Use when identifying collinear gene blocks across species, distinguishing macrosynteny from microsynteny, detecting inversions/translocations/duplications, anchoring orthology in WGD lineages, producing publication riparian plots, computing synteny block age via Ks (cross-references whole-genome-duplication), or running synteny-aware ortholog inference in polyploids.
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。
peacezha/HPClaw☆ 32026年10月11日 更新
Generates 3D conformer ensembles using RDKit ETKDGv3 with knowledge-enhanced distance geometry, MMFF94/UFF force-field optimization, CREST + GFN2-xTB semi-empirical refinement, and macrocycle-aware torsion preferences. Provides explicit decision rules for single vs ensemble conformer use, RMSD pruning, energy windows, conformer count, and force-field choice. Use when preparing 3D ligands for docking, generating descriptor input for 3D QSAR, or sampling macrocycle/peptide conformational ensembles.
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。
peacezha/HPClaw☆ 32026年10月11日 更新
Generate consensus sequences and manage reference files using samtools. Use when creating consensus from alignments, indexing references, or creating sequence dictionaries.
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。
peacezha/HPClaw☆ 32026年10月11日 更新
Add MAUI DevFlow to a .NET MAUI project with agent package references, MauiProgram.cs registration, Blazor WebView support, GTK variants, Central Package Management guidance, and verification commands. USE FOR: first-time DevFlow setup, reviewing what files to edit, choosing DevFlow packages, or continuing after `maui devflow init` installs skills. DO NOT USE FOR: troubleshooting an already-integrated app that cannot connect, iterative app debugging, UI inspection, or generic MAUI build failures (use maui-devflow-debug). INVOKES: maui devflow CLI and dotnet CLI.
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。
aritchie/DigitalScoreboard☆ 32026年5月14日 更新
The Matrx user settings system (SettingsShell, useSetting, tab registry). Use when adding a preference or settings tab, binding a Redux slice to settings, wiring a settings deep link, or touching features/settings, components/official/settings, or components/user-preferences.
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。
armanisadeghi/ai-matrx☆ 32026年10月14日 更新
Retired pointer for Next.js SSR doctrine. Use when something references nextjs-ssr-architecture; read the ssr-zero-layout-shift skill 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。
armanisadeghi/ai-matrx☆ 32026年10月14日 更新
Retired pointer for chat message-action docs. Use when something references message-actions-overlay-system; read the overlay-system skill's 'Message actions (chat)' section 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。
armanisadeghi/ai-matrx☆ 32026年10月14日 更新
Find and identify the CDecoyProjectile_Create factory in CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering CS2 server.dll or libserver.so to locate the decoy projectile spawn factory. It is a non-virtual, direct-call static factory found via the entity classname string "decoy_projectile" it references (excluding the RTTI class string "CDecoyProjectile"). Emits a unique IDA-style byte signature and a func YAML. Mirrors the find-CDecoyProjectile_Create.py preprocessor (xref_strings FULLMATCH:decoy_projectile). Trigger: CDecoyProjectile_Create, CDecoyProjectile::Create, decoy projectile Create
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Locate CCSPlayerPawn::SetEyeAngles in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerPawn::SetEyeAngles" (symbol CCSPlayerPawn_SetEyeAngles). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerPawn_SetEyeAngles, CCSPlayerPawn::SetEyeAngles
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Locate CCSPlayer_WeaponServices::GetSlot in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayer_WeaponServices::GetSlot" (symbol CCSPlayer_WeaponServices_Weapon_GetSlot). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayer_WeaponServices_Weapon_GetSlot, CCSPlayer_WeaponServices::GetSlot
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Locate CCSPlayerController::HandleCommand_JoinTeam in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPlayerController::HandleCommand_JoinTeam" (symbol CCSPlayerController_HandleCommand_JoinTeam). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSPlayerController_HandleCommand_JoinTeam, CCSPlayerController::HandleCommand_JoinTeam
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新
Locate CCSGameRules::SameMapTeardown in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSGameRules::SameMapTeardown" (symbol CCSGameRules_SameMapTeardown). This is a non-virtual function - emit a byte signature (func_sig), not an offset. Locate it via cross-references, distinctive constants/strings in its body, or callers of related symbols; verify by decompilation before committing to a candidate. Trigger: CCSGameRules_SameMapTeardown, CCSGameRules::SameMapTeardown
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。
mrc4tt/CS2_VibeSignatures☆ 32026年10月13日 更新