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cccskills

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373 件 ・ 関連度順

概要と使いどころ

Triage, repair, and close MCP attribution issues from the local report API with evidence-driven decisions and isolated Worktrunk worktrees. Use this skill when Codex needs to process `tool` attribution issues and skills-related attribution issues, inspect related runs, decide whether the issue is actionable in `mcp/src` or `config/source/skills`, update attribution fields as `owner=codex`, and then complete the fix loop through GitHub issue tracking, worktree-based code changes, PR submission, and follow-up iteration when the problem is repairable.

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。

TencentCloudBase/CloudBase-AI-Toolkit1,1362026年10月13日 更新

Use when building 3D levels and worlds in Godot 4.7: third-person or FPS controller, player stuck on stairs, spring arm camera clipping, blockout with CSG, GridMap and MeshLibrary, terrain (heightmap, HeightMapShape3D, Terrain3D regions, textures, painting), scattering trees with MultiMesh, streaming a big world, procedural meshes with SurfaceTool, Jolt physics settings, importing GLB or glTF from Blender or AI generators (Scenario, Tripo, Meshy, Hitem3D), import scripts, name suffixes, model facing, collision generation, LODs.

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。

scenario-labs/skills9922026年10月13日 更新

Use when building gameplay systems in Godot 4.7: enemy AI that patrols, chases and attacks, state machines, behavior trees (LimboAI), NavigationAgent3D pathfinding and avoidance for 100 to 1000 enemies, 'agents stack up' or 'path is empty', hitbox and hurtbox combat, fast bullets going through walls, save and load, inventory, quests, dialogue (Dialogue Manager), input remapping, procedural dungeons, or measuring agent counts and frame time headless.

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。

scenario-labs/skills9922026年10月13日 更新

Use when a Unity 6.3 task involves character animation or cameras: Mixamo or mocap humanoid import and retargeting, Animator Controllers, blend trees, layers and avatar masks, root motion, foot sliding, IK and Animation Rigging, Playables, Timeline cutscenes, custom tracks and markers, Cinemachine 3 cameras, camera jitter, flipping blends or cameras hitting walls; or when clips import with no animation, a character T-poses, an idle drifts, feet slide or the head misses its aim target.

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。

scenario-labs/skills9922026年10月13日 更新

Use when building or debugging Unity gameplay systems: enemy AI that patrols, chases and attacks, NavMesh baking and agents (AI Navigation 2), feet sliding on agents, state machines or behavior trees, physics projectiles that tunnel, the physics spiral, layers and the collision matrix, CharacterController vs Rigidbody characters, object pooling, 'hundreds of enemies', DOTS, Burst or Jobs decisions, Netcode for GameObjects multiplayer, audio mixers, snapshots, volume sliders and 3D combat sounds.

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。

scenario-labs/skills9922026年10月13日 更新

Use when building a Unity 6.3 level or open world: terrain from code or heightmaps, procedural islands, erosion, splat and foliage rules, trees and grass, ProBuilder graybox, level gym, modular kit and prefab placement, set dressing, landmarks and player guidance, the island's edge, spline roads, WFC, fog, additive scene streaming, or a world that hitches, pops in, leaks memory or runs slow on mobile. Keywords: Terrain, TerrainData, ProBuilder, blockout, graybox, modular kit, NavMesh, LoadSceneAsync, open world.

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。

scenario-labs/skills9922026年10月13日 更新

Designing conversational flows for website chatbots and AI agents. Intent recognition architecture, branching logic, fallback handling, escalation to human, conversation analytics. Honest about scripted-bot (rigid trees, fail edge cases), hallucinating-bot (LLM without structure, makes things up), and structured-guided-conversation (LLM-powered with intent architecture and fallback discipline) patterns. Distinguishes chatbot DESIGN (this skill) from chatbot IMPLEMENTATION (engineering and platform work). Triggers on chatbot, conversational AI, AI agent, chat widget, intent design, conversational flow, bot escalation, LLM grounding. Also triggers when a chatbot is hallucinating, when a scripted bot is failing edge cases, or when a chatbot is being scoped for the first time.

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。

rampstackco/claude-skills9542026年10月7日 更新

Manage parallel development with Git worktrees: creation with port allocation, environment sync, branch isolation, and cleanup. Use when working multiple branches at once, running parallel CI validations, or isolating agent workspaces.

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。

borghei/Claude-Skills9012026年10月7日 更新

Use when the user asks to "optimize CLAUDE.md", "create a new skill", "write a custom agent", "configure hooks", "manage context window", "set up MCP servers", "scaffold a skill package", "analyze token budget", "create subagents", "configure permissions", "set up worktrees", or "integrate Claude Code with editors". Covers Claude Code CLI mastery, skill authoring, context engineering, hooks automation, subagent creation, and development workflow optimization.

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。

borghei/Claude-Skills9012026年10月7日 更新

Use when deploying changes to staging across relay, relay-dashboard, and relay-cloud repos - coordinates multi-repo branch syncing using git worktrees, automatically triggers staging deployments via GitHub Actions

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。

AgentWorkforce/relay8822026年10月13日 更新

Design the analytics layer with script-backed benchmarks: KPI trees, report templates, MMM, cookieless. "define our KPIs"

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。

indranilbanerjee/digital-marketing-pro8772026年10月12日 更新

Expert testing decision trees for GdUnit4: unit vs scene vs CI gates, headless runners, snapshots, and mock networks. Use when choosing test layers, wiring CI, or validating signals/physics without beginner assert catalogs. Keywords: GdUnit4, GdUnitTestSuite, headless CI, snapshot test, mock network, scene integration test, TDD.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert blueprint for procedural content generation (dungeons, terrain, loot, levels) using FastNoiseLite, random walks, BSP trees, Wave Function Collapse, and seeded randomization. Use when creating roguelikes, sandbox games, or dynamic content. Keywords procedural, generation, FastNoiseLite, Perlin noise, BSP, drunkard walk, Wave Function Collapse, seeding.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert-level toolkit for modular Godot 4.7+ CLI automation and headless build orchestration. Use when you need to: (1) Build complex scene trees or UI layouts programmatically, (2) Automate expert 3D asset pipelines (glTF -> Collision), (3) Optimize procedural geometry headlessly (CSG -> Static Mesh), or (4) Engineer production-grade CI/CD pipelines. Set GODOT_PATH env var for custom engine location. Keywords: Godot CLI, headless, CI, export, builder, 4.7.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert blueprint for real-time strategy games including unit selection (drag box, shift-add), command systems (move, attack, gather), pathfinding (NavigationAgent2D with RVO avoidance), fog of war (SubViewport mask shader), resource economy (gather/build loop), and AI opponents (behavior trees, utility AI). Use for base-building RTS or tactical combat games. Trigger keywords: RTS, unit_selection, command_system, fog_of_war, pathfinding_RVO, resource_economy, command_queue.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert blueprint for educational games including gamification loops (learn/apply/feedback/adapt), progress tracking (student profiles, mastery %), adaptive difficulty (target 70% success rate), spaced repetition, curriculum trees (prerequisite system), and visual feedback (confetti, XP bars). Use for learning apps, training simulations, or edutainment. Trigger keywords: educational_game, gamification, adaptive_difficulty, spaced_repetition, student_profile, curriculum_tree, mastery_tracking.

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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_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。

thedivergentai/Game-Design-Agentic-Skills8452026年10月13日 更新

Start (or restart) a local Temps control plane built from this checkout, and the web dev server (`bun dev`) in `<checkout>/web`. Invoke when the user says "start temps", "restart temps", "launch the server", "kill and restart temps", or asks to bring the local server up after backend changes. Ports, database and data dir are allocated PER CHECKOUT (a "slot") so several worktrees/branches run side by side without killing each other or corrupting each other's schema — the first checkout you start in claims slot 0 (the familiar `:8080` / `:3000`); every other worktree gets its own slot and its own `temps_s<N>` database. Uses the `fast` cargo profile (release semantics, no debug symbols, parallel codegen) for quick rebuilds. Pass `split` (e.g. "start temps split", "/start-temps split") to launch the two-process proxy/console topology for testing that feature.

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。

gotempsh/temps8382026年10月13日 更新

Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol 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。

jame581/GodotPrompter8152026年10月12日 更新

limboai

無料

Use when using the LimboAI addon — behavior trees and hierarchical state machines (C++ GDExtension) with a visual editor, BTTask subclassing, and a blackboard

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。

jame581/GodotPrompter8152026年10月12日 更新

Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation

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。

jame581/GodotPrompter8152026年10月12日 更新

popochiu

無料

Use when using the Popochiu addon — point-and-click adventure framework with rooms, characters, props/hotspots, inventory, dialog trees, and a command-based GUI

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。

jame581/GodotPrompter8152026年10月12日 更新

beehave

無料

Use when using the Beehave addon — pure-GDScript behavior trees with composites, decorators, leaves, a blackboard, and a visual runtime debugger

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。

jame581/GodotPrompter8152026年10月12日 更新