Detects anomalous authentication patterns using UEBA analytics, statistical baselines, and machine learning models to identify impossible travel, credential stuffing, brute force, password spraying, and compromised account behaviors across authentication logs. Activates for requests involving authentication anomaly detection, login behavior analysis, UEBA implementation, or suspicious sign-in investigation.
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。
mukul975/Anthropic-Cybersecurity-Skills☆ 3.4万2026年8月31日 更新
Zoom Meeting SDK for Web - Embed Zoom meeting capabilities into web applications. Two integration options: Client View (full-page, familiar Zoom UI) and Component View (embeddable, Promise-based API). Includes SharedArrayBuffer setup for HD video, gallery view, and virtual backgrounds.
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/knowledge-work-plugins☆ 3万2026年10月12日 更新
Use when reviewing changed or staged code, a branch, or a PR in the Handsontable monorepo across architecture, code quality, performance, accessibility, and tests. Covers SOLID / Law of Demeter / plugin decoupling / breaking-changes policy, custom ESLint rules / JSDoc / naming / cognitive complexity, large-array and render-batching performance, WCAG 2.1 AA + keyboard navigation, and the tests a change ships (a named exercising test per new path, scoped mutation, a ticket on every weakened assertion). Trigger when asked to review changes, check a diff against Handsontable conventions, assess architectural correctness, spot performance regressions, verify accessibility, or judge whether a change's tests prove it, and as the design lens before or while implementing any core change.
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。
handsontable/handsontable☆ 2.2万2026年10月13日 更新
Clones, analyzes, plans, and migrates legacy codebases (C++, Fortran, Java, Python, C, Shell) from a GitHub URL or local directory to a modern, high-performance, deterministic, 100% Safe Rust architecture, tracking live telemetry across every task bucket, test failure/fix cycle, and Profile-Guided Optimization (PGO) stage, and producing a first-person AI storytelling report and interactive HTML infographic. Use when migrating a GitHub repository or local codebase to Rust, porting legacy C++, Fortran, Python, or Java workloads to memory-safe Rust, designing Struct-of-Arrays (SoA) or SIMD Rust architectures, or optimizing Rust ports with LLVM PGO. Don't use for unrelated non-Rust refactoring or single-line syntax questions.
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。
google/skills☆ 2.1万2026年10月14日 更新
KubeSphere ServiceMesh extension management Skill (Istio + Kiali + Jaeger). Use this skill for the ServiceMesh extension Configuration (covers installation, uninstallation, status checks), troubleshooting (covers grayscale release, sidecar injection, topology/metrics, and tracing for Composed Apps Aka Custom Applications).
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。
kubesphere/kubesphere☆ 1.7万2026年7月15日 更新
Write and debug spreadsheet formulas (Excel/Google Sheets), pivot tables, and array formulas; translate between dialects; use when users need working formulas with examples and edge-case checks.
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。
composio-community/awesome-codex-skills☆ 1.7万2026年7月26日 更新
Tells you what CARLA on UE 5.5 (branch ue5-dev) cannot do that UE 5.8 (ue58-dev) can, so you do not attempt an unsupported workflow there — no Autoware integration, no ROS 2 middleware choice (FastDDS only), no DLSS or ray-traced-lens camera, no OFPA large-map mount so Town12/13/15 load black, and a few missing World/Actor methods. Also states what is identical, so the ue58 skills can be used directly for everything else. Use when working against a 5.5 checkout, when a ue58 skill's step has no counterpart, or when deciding whether a feature request is possible on 5.5 at 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。
carla-simulator/carla☆ 1.4万2026年10月14日 更新
Queries the live CARLA world and resolves an entity description into a concrete actor id — find actors by type, role, or colour, or the single one nearest a point/actor; read the world snapshot; get static level bounding boxes by label; cast rays for semantic points; project a point to the ground; or (ros-topics) list the native ROS 2 topics each actor should be publishing and why any is silent. Identifies by stable attributes, not by any rank/order. Use when the user asks "what actors are here", "find the red prius", "the vehicle nearest the ego", "list the pedestrians", or needs a specific actor id for another skill.
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。
carla-simulator/carla☆ 1.4万2026年10月14日 更新
Authoring guide for the primary Native SDK app-logic path: TypeScript app cores - Model, Msg, update, and the pure functions they call, written in the closed app-core subset, checked by the @native-sdk/core frontend, and compiled ahead-of-time to native code by the external core compiler. Use for new apps unless the user explicitly chose Zig, when writing or modifying a src/core.ts app core, fixing subset checker errors (NS1001-NS1069), or deciding how to express state, messages, text (bytes and the byte-text string methods), text input, continuous controls (sliders, scroll), effects (Cmd), subscriptions (Sub), the host-event wiring channels (frameMsg, keyMsg, pinchMsg, dropMsg, appearanceMsg, chromeMsg, envMsgs, app manifest assets), derived values, the view_unbound lint opt-out, local mutation of owned arrays, or how to split a core into modules under src/ (relative imports, namespace imports, @native-sdk/core/text, @native-sdk/core/events). Use ts-services alongside this guide for src/services 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。
vercel-labs/native☆ 7,7762026年10月13日 更新
Use this skill whenever the user asks about NetExec (nxc) — a network exploitation and post-exploitation tool for Active Directory environments. Triggers include: any mention of 'nxc', 'netexec', 'crackmapexec' successor questions, AD enumeration, SMB/LDAP/WinRM/MSSQL/SSH/RDP/VNC/WMI/FTP/NFS protocol attacks, password spraying, credential dumping (SAM, NTDS, LSASS, DPAPI), Kerberoasting, ASREPRoasting, lateral movement, BloodHound collection, module usage, or any pentest workflow involving Windows domain environments. This skill covers ALL protocols, ALL modules, and ALL core features of NetExec. Always provide full command examples with correct flags and options.
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。
SnailSploit/Claude-Red☆ 7,4852026年10月13日 更新
Build cursor-following spotlight reveals that expose a second aligned image through a soft radial mask. Use for hover-to-color, before-and-after, x-ray, material, texture, product-detail, and illustrated hero effects where a desaturated or embossed base image should remain visible while another treatment follows an eased pointer.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Create a dark monochrome procedural background with enlarged square pixels and visible Bayer-style ordered dithering. Use when a page needs an atmospheric near-black dither field, broad organic waves or cloud masses, and restrained gray-white highlights behind framed UI, hero content, or data overlays.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Draws hand-inked cartoon critters and living objects as SVG cards (480x360), each acting out a coding or design idea. Identified by thick black brush-pen outlines that swell and taper and break into separate strokes, loose marker-and-watercolour fills that slip past the line, diagonal hatching instead of solid shadow, huge googly eyes with two specular dots, and stray ink hairs and flecks, in tomato red, leaf green, sunflower yellow, sky blue and teal on white. Covers palette, brush numbers, mascot construction (eyes, blush, mouths, 3-finger hands), props, ground patches and a tested, seeded brush kit. Use when asked for ink sketch, hand-drawn, brush pen, sketchy, doodle, marker or watercolour-cartoon illustrations, googly-eyed mascots or critters, playful empty states, onboarding, 404 or error pages, loading states, blog headers, feature spots or marketing cards.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build convincing timber for Three.js as one procedural MeshPhysicalMaterial with growth rings, cathedral figure, pores, medullary rays, checks, tool marks, end grain, and oil, wax, or lacquer finishes, so the grain follows the form and survives macro close-ups without image textures. Use for wood boards, benches, carved panels, tool handles, joinery, floors, and any request to make 3D wood look real, detailed, or less like a tiled photo or plastic.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build convincing woven cloth in Three.js, with a thread-level weave normal map, sheen and anisotropic highlights, folds that never stretch the texture, hems with thickness, stitches, seams, frayed edges, fold occlusion, dye and wear variation, and light passing through thin fabric. Use for linen, silk, wool, canvas, curtains, banners, cloaks, tablecloths, tapestries or any 3D drape that currently looks like a plastic sheet, a stretched texture, or a flat coloured plane.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build a paper sheet in Three.js that reads as paper up close — washi, cotton rag or kraft with baked fibre and tooth relief, laid and chain lines, a torn deckle edge with frayed fibres, four-layer thickness, a rolled corner and crease, ink that wicks along the fibres, toasted aged edges, contact shadows and back-lit translucency. Use for a hung sheet, scroll, page, label, shoji pane or card that must survive a macro close-up, or when paper looks like a flat white plane, has ruler-straight edges, no thickness, or does not glow when lit from behind. Use 3d-wood-material, 3d-cloth-material or 3d-metal-material for those materials, and paper-cinder-transition for burning 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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build the effects of a water and crystal skill as one visual language in Three.js. Water that reads as clear water, never a teal fill or a textured ball. A ray-marched water orb whose surface swells, rings and deforms in place: it refracts the frame behind it with an inverted horizon, has a silver rim and sharp highlights, and shows a faint caustic web on its far wall. Streams wound up from tide pools as uneven beaded ropes with silver edges, drips and shed drops. A lash that unspools from the orb, whips and pours into a pool under a torn, lopsided splash crown of aerated white water with spikes breaking into drops. Analytic ripple rings and rain on the pools. Crystals traced against their own half-space planes (Snell, Fresnel, total internal reflection, exit dispersion, Beer–Lambert, fracture discs, a white-hot root glow and a resonance band that climbs the stone), growing out of the water in a draining veil, then shattering into Voronoi shards that fall, tumble and rest with real contact on a heightfield. Caustics on the pool floor, and a moonlit tidal rock flat: rock banks traced from target images onto a world grid, flat mirror pools, a moon-glitter column of micro-facet glints, and a moon disc with maria. Use for water or ice-crystal skills, water orbs or bubbles, water whips, jets or tentacles, splash impacts, tide pools, rain, crystal growth or eruption, crystal resonance, shattering glass or quartz, caustics, wet-stone night scenes, moon reflections on water, "water and crystal", "hydro", "clear water VFX", "crystal shatter" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 low-tide floor with failure-mode switches.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Implement, tune, debug, or validate soft wall-aware fog of war and gameplay perception in Three.js action games. Use for orthographic or isometric visibility masks, obstacle-aware line of sight, player and enemy vision ranges, hidden-enemy targeting rules, fog shader artifacts such as spokes or seams, mobile ray budgets, lifecycle and menu-state integration, and deterministic fog-of-war tests.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Capture or repair reliable full-page screenshots for lazy-loaded, scroll-animated, Framer, WebGL/canvas, or reveal-heavy web pages. Use when full-page screenshots are blank, gray, white, sparse, show a tiny content strip, disagree with a working scroll video, or when article evidence/section crops must be derived from a trustworthy full-page image.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Build the effects of an ice and frost skill as one visual language in Three.js. Frost that grows like real frost, not a painted fern: a dendritic tree grown on the CPU from a seed point, stems racing outward with barbs and sub-barbs that compete for space in one time-ordered queue, side branches leaned toward their tips, baked into a distance field so the shader draws hairline feathers growing out from the seed with a bright tip, rime, crystal glints and a contact shadow. Faceted ice spikes built from half-spaces and ray-traced against their own planes (Snell, Fresnel, total internal reflection, Beer-Lambert blue, trapped bubbles, a fracture network, frosted edges) that erupt along the frost line, crack along visible planes and shatter into convex pieces that tumble, land on a face and rest, with snow lumps and ice chips settled into the crust. A low freezing mist marched as wind-stretched banks that churn in place and part around the ice, a blizzard column of powder on helical strands with a fibrous veil, glinting diamond dust, and a scanned snow floor with dunes, broken crust, a raking moon with self-shadow and two populations of glints. Use for ice or frost skills, frost novas, ice spikes or walls, glacial eruptions, shattering ice, blizzards, snow devils, freezing mist, frozen ground, "ice and frost", "frost creep", "ice shards", "realistic ice" or "skill effects only". Includes two reusable modules and a five-beat demo on a scanned CC0 snow floor with a failure-mode switch.
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。
MengTo/Skills☆ 6,7482026年10月6日 更新
Light carved wood in a dark room in three.js, with procedural grain and pores, one warm key through a window, soft shadows that touch, light shafts, background rays and dust, then score the render out of 10 on an anchored rubric with a runnable headless scorecard and iterate until each item reaches the target. Use for oiled timber, kumiko, joinery and workshop scenes; wood that reads flat, plastic or washed out; volumetrics that lift the blacks; "score this out of 10"; or "get the lighting to 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。
MengTo/Skills☆ 6,7482026年10月6日 更新
OKX-aggregated DeFi (no specific DApp named) — product discovery, deposit/withdraw/claim execution, AND positions viewing. **If the user names ANY third-party protocol/DApp (Aave, Lido, PancakeSwap, Uniswap, Curve, Compound, Morpho, Pendle, Kamino, Raydium, Hyperliquid, Polymarket, …), route to okx-dapp-discovery — NOT here, even for 'show my Aave positions'.** INVEST triggers: 'invest in DeFi', 'earn yield', 'find best APY', 'deposit/stake for yield', 'search DeFi products', 'redeem/withdraw position', 'claim DeFi rewards', 'borrow against asset', 'repay loan', 'add/remove CLMM liquidity', 'APY/TVL history', 'depth chart', yield farming, lending, staking, liquidity pools. PORTFOLIO triggers: 'check my DeFi positions', 'view DeFi holdings/portfolio', 'my staking/lending positions', 'DeFi balance', 'DeFi 持仓', '我的DeFi资产'. Do NOT use for: DEX swaps (okx-agentic-wallet), token prices (okx-dex-market), wallet token balances (okx-agentic-wallet).
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。
internet-court/internet-court-skill☆ 6,7342026年8月20日 更新
Scrapes posts from any public Facebook Page or personal Profile timeline, returning structured data including post text, author info with profile picture, engagement metrics (likes/comments/shares), full reaction breakdown (Like/Love/Wow/Haha/Sad/Angry/Care as both array and flat counts), hashtags and external links, media assets with full thumbnail URLs and dimensions, page ad library status, and collaborators. Use when user wants to scrape Facebook posts, extract Facebook page content, get Facebook post data, collect Facebook engagement stats, download Facebook posts, monitor a Facebook page, crawl Facebook timeline, get Facebook reactions, get like count comment count share count from Facebook, Facebook post bulk export, Facebook social media analytics, get profile picture, get page ad library status, fetch Facebook collaborators. Supports date range filtering (afterTime/beforeTime) and cursor-based pagination for bulk collection.
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。
browser-act/skills☆ 6,1412026年8月24日 更新