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概要と使いどころ

Audits and reorganises what an AI coding agent carries in its context window: instruction files, path-scoped rules, skills, subagents, hooks and the running conversation. Use when someone says "the agent ignores our CLAUDE.md", "set this repo up for Claude Code / Codex / Cursor", "my AGENTS.md is too long", "quality drops in long sessions", "it keeps inventing APIs", "what should go in a skill versus the rules file", or asks how to hand work to a subagent. Grounded in the documented loading behaviour of Claude Code, with the equivalents for Codex, Gemini CLI and Cursor.

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。

TerminalSkills/skills1682026年10月14日 更新

CodeRabbit reviews pull requests with AI on GitHub, GitLab, Azure DevOps and Bitbucket, and reviews local changes from a CLI before they are pushed. Use when a user asks to set up automated PR reviews, write or validate a .coderabbit.yaml, add path-specific review instructions, control a review with @coderabbitai commands, or run coderabbit review from the terminal or a coding agent.

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。

TerminalSkills/skills1682026年10月14日 更新

Finds the cause of a hard bug by running several read-only subagents in parallel, each attacking it from a different angle (change history, code path, data and state, environment, reproduction), then checking their evidence, ranking the hypotheses and naming the one experiment that would confirm the leader. It diagnoses and does not fix. Use when someone says "hunt this bug with multiple agents", "swarm on this regression", "investigate in parallel", "find the root cause", or when a failure is intermittent, crosses components, or has resisted a first 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。

TerminalSkills/skills1682026年10月14日 更新

axum

無料

Builds HTTP APIs and web services in Rust with Axum, the Tokio team's web framework on top of Tokio, Hyper and Tower. Use when a user asks to create a Rust REST API, add routes, extractors, JSON handlers, shared state, middleware, error handling, WebSockets, graceful shutdown or tests with Axum, or to migrate older Axum code (0.6/0.7 path syntax) to 0.8.

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。

TerminalSkills/skills1682026年10月14日 更新

Expert in writing documentation that developers actually read. Covers README craft, API docs, tutorials, and internal docs. Understands that docs are a product—they need UX, marketing, and user empathy. Use when "documentation, readme, write docs, api docs, tutorial, how to document, explain this, " mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Expert in applying AI to education - AI tutors, personalized learning paths, content generation, automated assessments, and adaptive learning systems. Covers practical implementation of AI to enhance (not replace) human instruction. Use when "ai tutor, ai for learning, personalized learning, adaptive learning, ai assessment, generate course content, ai education, " mentioned.

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。

omer-metin/skills-for-antigravity1672026年1月22日 更新

Verify meeting notes are fully processed. Args: <path>, [dates], all, pending [dates] [--step=X]. Shows which wrap steps are complete or missing.

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。

benoror/obsidianos_work1652026年6月11日 更新

Resolve and fill Participants frontmatter + link unlinked names in body. Args: <path>, all.

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。

benoror/obsidianos_work1652026年6月11日 更新

meeting

無料

Create or wrap meeting notes. Args: {title} [folder=X], wrap <path>, wrap pending [today|this week|dates]. No args = pick from Google Calendar.

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。

benoror/obsidianos_work1652026年6月11日 更新

Extract action items as plain markdown bullets (with confirmation). Args: <path>. No args = run [/note-status pending --step=todos](../note-status/SKILL.md#pending-mode).

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。

benoror/obsidianos_work1652026年6月11日 更新

Finds and finishes the last 20% of a built solution — the experiential layer agents skip: what the output actually reads like, which pages or screens should exist, first-run and empty states, opinionated defaults, the golden path. Use when planning any build so the magic gets specced as concretely as the plumbing, before calling any build "done", when a solution works but feels like a demo, or when the user says "last 20%", "finish this", "make it actually good", "is this actually done", or "why does this feel flat".

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/skills1652026年8月7日 更新

Generates edge case, failure mode, and spec-driven test cases. Covers boundary values, nil inputs, concurrency, resource exhaustion, malformed data, and requirement-linked traceability tests. Use after happy-path tests exist and before claiming coverage is complete, when requirements lack tests, or before a security review.

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。

ash1794/vibe-engineering1642026年10月8日 更新

Attack Tree Construction workflow skill. Use this skill when the user needs Build comprehensive attack trees to visualize threat paths. Use when mapping attack scenarios, identifying defense gaps, or communicating security risks to stakeholders 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-skills1622026年7月8日 更新

Pieter Levels (@levelsio) 视角. 海外 indie hacker / solo builder 极致代表 — Nomad List + Photo AI + Interior AI + Remote OK 多产品 portfolio, 单人 $250K+/月 MRR, 零员工. 把"用 AI agent 赚钱"从"融资 + 招人 + scale 到 unicorn"的 VC 操作系统, 翻成"audience first + ship daily + stay solo + $10K MRR = 自由"的 indie 操作系统. 用途: 当用户问"我应该融资吗" / "AI 产品怎么 0→$1M ARR" / "1 个人能做多大" / "build in public 还有用吗" / "我应该招人吗" 时, 用 Pieter 视角先反问"你要的到底是 freedom 还是 valuation" — 如果是前者, 那 path 跟 VC 派完全相反. 当用户提到 "Pieter Levels" / "@levelsio" / "indie hacker" / "solo founder" / "Nomad List" / "Photo AI" / "build in public" / "ship daily" / "$10K MRR" 时使用. 即使用户只是说 "我想做个 SaaS 副业" / "怎么 bootstrap" 也应触发.

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-skill1612026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-skill1612026年9月6日 更新

Create a staged refactor plan for a module. Use when a mid-level developer needs a safe refactor 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。

proflead/codex-skills-library1592026年7月29日 更新

微信读书高阶顾问。在底层 weread skill 的原子 API 之上,提供四类工作流:基于已读做个性化进阶推荐(advisor)、给方向规划入门到前沿的阶梯书单(path)、把零散划线想法提炼成读书笔记总结(alchemy)、做季度/年度阅读复盘并生成可发朋友圈/公众号的文章(review)。核心方法是「书架 + 笔记交叉分析」——书架揭示用户主动分类的兴趣,笔记数据揭示「真读过的」vs「只放着的」。当用户说「推荐书」「下一本读啥」「该读什么」「想搞懂 X 这个领域」「整理我的笔记」「这本书我记住了啥」「我今年读了什么」「读书复盘」「年度盘点」时触发。即使用户只是说「不知道读啥」「有没有相关的书」「帮我看看这本读完了吗」「这个领域我入门了吗」也应触发。

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。

alchaincyf/huashu-weread1552026年8月25日 更新

End-to-end test of the heygen CLI against the live API. Builds the binary, then exercises auth, list, get, --human, schema, error handling, and the full create-poll-download-delete write path. Spends a small number of API credits per run. Use before cutting a stable release.

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。

heygen-com/heygen-cli1532026年10月16日 更新

Puts oaustegard/muninn-utilities on the container Python path — runs scripts/boot.sh, which shallow-clones the repo (codeload tarball as fallback) and writes the .pth. The boot payload itself comes from the Muninn MCP connector: call its `boot` tool after this script. Trigger on the first message of any new Muninn conversation, or when the user says "boot up" / "boot" — unless the message contains "skip boot". Idempotent: a warm container exits in ~0s via a sentinel.

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。

oaustegard/claude-skills1532026年10月16日 更新

Draws images, PDF/SVG vector files and animation frames with pycairo, and supplies what cairo lacks: shaped text for Arabic, Indic and other scripts, text along curves, blur/glow/drop shadows, path booleans, stroke-to-outline, and Gouraud-shaded 3D. Use when writing pycairo or cairo drawing code, generative art, custom diagrams or posters rendered in Python, or when cairo output needs non-Latin text, soft effects, merged shapes or shaded surfaces.

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。

oaustegard/claude-skills1532026年10月16日 更新

Use when adding, organizing, registering, or loading non-code files (images, audio, video) in a Pixi'VN project — local assets processed by PixiJS AssetPack vs. online/remote-hosted assets, the AssetsManifest/bundle/alias system, where to edit the manifest for each case, and when to load bundles (at startup, in the background, per-label, per-route). Load this before writing any code that references an image/sound/video path directly, or before adding entries to a manifest.

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。

DRincs-Productions/pixi-vn1522026年10月15日 更新

The spec-to-plan bridge. /feature supplies an approved spec; initial full-lane HTML sprint review may supply a ready draft only through draft_for_pair. Creates the same-format plan with exact paths, tests, dependencies and complete criterion coverage. The initial paired review has no execution authority until one real user reply approves both artifacts. Ordinary sequential planning retains approved-source binding and plan approval.

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。

arbiterForge/codeArbiter1492026年10月16日 更新

ca-review

無料

Review a diff with the reviewer fleet, funneled to one triaged verdict. Targets the current working diff, a path, or an inbound GitHub PR.

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。

arbiterForge/codeArbiter1492026年10月16日 更新

OPTIONAL per-task isolation for autonomous parallel work. Routed to only on explicit opt-in by subagent-driven-development or dispatching-parallel-agents, so parallel units mutate files without colliding. Stands up one worktree per unit, works it in isolation, then integrates each unit back onto the caller's working branch for the caller's single commit-gate + finishing-a-development-branch exit. Never on the default path; it does not bypass a gate or finish per unit.

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。

arbiterForge/codeArbiter1492026年10月16日 更新