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。
pedrohcgs/claude-code-my-workflow☆ 1,6622026年9月28日 更新
AI DevKit · Worktree setup and resume guidance for isolated feature work. Use when starting, resuming, switching, or verifying a feature branch/worktree for lifecycle, debugging, implementation, review, or multi-agent 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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Implementation phase guidance for executing feature plans and checking implementation against design. Use when the user wants to implement planned tasks, update implementation docs, verify code matches design, or run dev-lifecycle phases 5 and 7.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Design phase guidance for reviewing feature design against requirements. Use when the user wants to validate architecture, review design docs, resolve design trade-offs, or run dev-lifecycle phase 3.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Testing phase guidance for adding and validating feature test coverage. Use when the user wants to write tests, update testing docs, run coverage, close coverage gaps, or run dev-lifecycle phase 8.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Track dev-lifecycle / structured-debug progress on a durable task with the ai-devkit task CLI. Use to record phase, progress, next step, blockers, and validation evidence.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Planning phase guidance for creating and reconciling feature task plans. Use when the user wants to create an implementation plan, update planning docs, mark task progress, capture blockers or new tasks, or run dev-lifecycle planning work.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
AI DevKit · Requirements phase guidance for starting features and reviewing requirements. Use when the user wants to capture a new requirement, clarify product scope, initialize feature docs, review requirements, or run dev-lifecycle phases 1-2.
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。
codeaholicguy/ai-devkit☆ 1,6472026年10月15日 更新
文稿共鸣诊断。你写完了一段内容但心里没底——怕没流量、怕没戳中观众、怕完播率低。把文稿给这个 skill,它用传播心理学框架诊断有没有引起共鸣、哪里出了问题、具体怎么改。 触发方式:/dbs-resonate、「这个文稿有没有戳中人」「帮我看看能不能发」「这个完播率会不会低」「文稿发出去有没有流量」 Draft resonance diagnosis. You finished a draft but aren't sure it will connect. Diagnoses psychological resonance issues and gives specific fixes. Trigger: /dbs-resonate, "will this resonate", "check my draft", "will people watch this"
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。
Pluviobyte/rnskill☆ 1,6462026年9月21日 更新
dontbesilent 执行力诊断。用阿德勒心理学框架诊断你「知道该做什么但就是不做」的真正原因。 触发方式:/dbs-action、/action、「我知道该怎么做但就是不做」「为什么我总是拖延」 Execution block diagnosis using Adlerian psychology framework. Trigger: /dbs-action, "I know what to do but can't do it", "why do I procrastinate"
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。
Pluviobyte/rnskill☆ 1,6462026年9月21日 更新
Use under time pressure when the situation is still changing and you must act before certainty — cycle Observe→Orient→Decide→Act on ~70% confidence, then re-observe.
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。
tjboudreaux/cc-thinking-skills☆ 1,6402026年8月8日 更新
End-to-end user research assistant — qualitative and quantitative. Use this skill whenever the user mentions user research, user interviews, discussion guides, interview guides, research plans, qualitative research, quantitative research, user surveys, survey design, usability studies, participant recruitment, research synthesis, interview transcripts, research reports, running studies with AI, or explicitly mentions Cookiy AI. Also trigger when users want to talk to customers, conduct discovery research, create a study or survey, analyze interview data, run AI-moderated interviews, or collect survey responses. Covers the full lifecycle: planning studies, creating discussion guides, running AI-moderated interviews (real or synthetic) via Cookiy, designing and distributing surveys, and synthesizing results into reports.
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。
cookiy-ai/user-research-skill☆ 1,5682026年10月15日 更新
Start and control Minutes Coach, the separate real-time copilot HUD, with an explicit meeting goal. Use only for explicit Coach or HUD lifecycle requests such as "start Minutes Coach", "open the Coach HUD", "pause Minutes Coach", "resume Minutes Coach", "Minutes Coach status", or "stop Minutes Coach". Do not use for requests that explicitly ask the current terminal agent to watch or strategize; those belong to minutes-live-sidekick. An ambiguous request such as "coach me live" requires one short surface clarification and must not automatically start Coach.
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。
silverstein/minutes☆ 1,5532026年10月15日 更新
Act as the user's live meeting sidekick inside the current terminal agent session. Use when the user explicitly asks you, the terminal agent, to watch a meeting, follow the live transcript, answer during the call, offer strategist thoughts, silently watch for risks, or track decisions. Do not use this skill to start or control the separate Minutes Coach HUD; explicit Coach or HUD lifecycle requests belong to minutes-copilot, and an ambiguous request such as "coach me live" requires one short surface clarification.
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。
silverstein/minutes☆ 1,5532026年10月15日 更新
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Write Unity 6.3 LTS C# gameplay scripts: the MonoBehaviour lifecycle (Awake/OnEnable/Start/Update/FixedUpdate/LateUpdate), GameObject and component access, coroutines, and Inspector serialization. Use when creating or editing .cs scripts in a Unity project, or when the user mentions MonoBehaviour, Start/Update, GetComponent, SerializeField, coroutines, or "Unity script".
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Write idiomatic GDScript for Godot 4.7: static typing, the node lifecycle (_ready/_process/_physics_process), @export/@onready/@tool annotations, signals, and await for asynchronous flow. Use when editing .gd scripts in a Godot project (project.godot), writing or debugging GDScript, or porting 3.x GDScript to 4.x (function signatures, yield to await, export to @export).
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Use C#/.NET in Godot 4.7: partial classes extending nodes, the PascalCase lifecycle (_Ready/_Process/_PhysicsProcess), [Export] fields, [Signal] delegates as C# events, type-safe node lookup, and calling between C# and GDScript. Use when writing Godot game code in C# (.cs files, .csproj), needing the Godot .NET build, converting GDScript patterns to C#, or wiring Godot signals as C# 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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Build production Roblox interfaces with ScreenGui/PlayerGui lifecycle, responsive UDim2 layouts, safe insets, reusable editable Instances, cross-device input and selection, restrained motion, cleanup, and multi-viewport verification. Use for Roblox HUDs, inventories, shops, settings, ability bars, ScrollingFrames, AutomaticSize, GuiService, gamepad focus, touch UI, or UI that clips, resets on respawn, looks generic, or was generated as one giant LocalScript.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Design and harden Roblox client/server networking with RemoteEvent, RemoteFunction, and UnreliableRemoteEvent; server authority, argument and Instance validation, rate limits, proximity/ownership checks, targeted replication, streaming, lifecycle, prediction, and reconciliation. Use for Roblox remotes, exploits, request spam, multiplayer replication, network ownership, high-frequency cosmetic updates, or server/client desynchronization.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,5382026年10月9日 更新
Secure by Design principles knowledge base for assessing security-first design, development, and deployment across the software lifecycle.
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。
microsoft/hve-core☆ 1,5282026年10月15日 更新
State, resume, reconstruction, job-lifecycle, transition, and flow-state mechanics for the Data Science and Engineering Coach. Loaded by the coach; not a user entry point.
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。
microsoft/hve-core☆ 1,5282026年10月15日 更新
Author and validate durable data and ML feasibility studies using the Feasibility Study Interchange Profile, constrained YAML authority, UUID URN identity, lifecycle lineage, and evidence traceability. Use when assessing whether available data and technical evidence support a proposed outcome.
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。
microsoft/hve-core☆ 1,5282026年10月15日 更新