Genre anatomy from John Truby's The Anatomy of Genres (类型解剖 / 类型节拍 / 混合类型 / 超越类型) — genres as beat systems with a life philosophy underneath; three rules (hit every beat of your genre, mix three or four genres, transcend the primary genre), the ladder and families of twelve genres (Horror 恐怖, Action 动作, Myth 神话, Memoir and Coming-of-Age 回忆录与成长, Science Fiction 科幻, Crime 犯罪, Comedy 喜剧, Western 西部, Gangster 黑帮, Fantasy 奇幻, Detective and Thriller 侦探与惊悚, Love 爱情), each with its hero/opponent/world/plot-shape template, beat list, hard rules with failure conditions, subgenres and transcendent paths, plus a genre-mixing worksheet and a diagnostic. Kept beside sw-truby-anatomy and the Field/Snyder page maps. Use when choosing or confirming a script's genre, when a genre story feels generic or misses the beats its audience expects, when mixing genres, when a horror lacks pressure, an action lacks plot, a love story lacks opposition or a detective story lacks reveals.
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。
jtydhr88/screenwriting-skills☆ 1,6812026年10月3日 更新
Character creation, protagonist/antagonist design and dramatic conflict for scripts (人物/对手/冲突) — merged from Lajos Egri (three-dimensional character, orchestration, unity of opposites, pivotal character, rising vs static vs jumping conflict, transition), William Indick's Psychology for Screenwriters (Freud, Erikson, Jung archetypes, Campbell/Murdock hero journeys, Adler, Rollo May), Robert McKee (characterization vs true character, dimensions, gap, antagonism principle), Neill Hicks (character invocation, self-concept, cognitive dissonance, five conflict focuses, Maslow), Lisa Cron (desire vs misbelief), and Lu Jun (人物要活八要, 对手要强, 给对手一把刀, 最强的对手是自己, 不许请祥云). Use when building a protagonist, an antagonist or a cast, when a character feels flat or acts out of character, when conflict stalls or jumps, when a villain is too weak, when designing an arc or motive, or when diagnosing melodrama.
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。
jtydhr88/screenwriting-skills☆ 1,6812026年10月3日 更新
Episode and season structure for TV series (剧集单集与季的结构) — teasers and cold opens, broadcast four/five/six-act grids with page anchors, three tests for finding the invisible acts in streaming scripts, act-out and cliffhanger taxonomies, Oberg's four information tools, A/B/C/runner weaving and scene-count ratios, the Calvisi pilot beat sheet, five-part scene structure, and season shape (tentpoles, bottle and container episodes, two-parters, finales). Merged from Calvisi, Douglas, Oberg, Landau, Goldberg & Rabkin, Miller, Rabkin and Blum, plus act lengths measured from published West Wing, Succession, Sopranos, Downton and Fleabag scripts. Use when breaking an episode into acts, deciding how many acts a script needs, placing act outs and cliffhangers, designing a teaser, weaving A/B/C stories and runners, beating out a one-hour pilot, auditing an episode that has no shape, reverse-engineering a show's structure, or planning a season's episode order (分幕、出幕、悬念结局、季弧、瓶子集).
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。
jtydhr88/screenwriting-skills☆ 1,6812026年10月3日 更新
Organic story anatomy from John Truby's The Anatomy of Story (有机结构/设计原则/22步骤/道德议题/四角对立/幽灵/场景编排) — the designing principle (story process plus original execution), the seven key steps as the organic spine, all twenty-two steps with the middle-act machinery the beat sheets lack (ghost, fake-ally opponent, plan, opponent's drive, ally's attack, fake defeat, three revelation-and-decision pairs, audience revelation, visit to death, moral decision), four-corner opposition, the moral-argument chain with the hero-opponent power-balance rule, scene weave with structure-step tags and storyline numbers, and the accordion rule (never fewer than seven steps). Kept side by side with the Field/Snyder page maps. Use when the middle act sags into unconnected episodes, when the premise works but the story feels mechanical, when one antagonist cannot carry the theme, when the theme stays stated instead of acted, or when a BS2 board needs an organic second pass.
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。
jtydhr88/screenwriting-skills☆ 1,6812026年10月3日 更新
Write tests using React Native Testing Library (RNTL) v13 and v14 (`@testing-library/react-native`). Use when writing, reviewing, or fixing React Native component tests. Covers: render, screen, queries (getBy/getAllBy/queryBy/findBy), Jest matchers, userEvent, fireEvent, waitFor, and async patterns. Supports v13 (React 18, sync render) and v14 (React 19+, async render). Triggers on: test files for React Native components, RNTL imports, mentions of "testing library", "write tests", "component tests", or "RNTL".
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。
callstackincubator/agent-skills☆ 1,6722026年10月9日 更新
Extract a written voice profile from your own prior papers, then use it to keep new drafts sounding like you. Reads a corpus one document at a time via subagents, produces a reusable profile on disk (lexicon, sentence rhythm, how you open and close, hedging habits, deliberate quirks), and audits a draft against it. Use when the user says "make this sound like me", "match my voice", "profile my writing", "why does this draft not sound like my papers", or before drafting prose that will carry their name. The positive counterpart to /humanize, which only detects AI tells.
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
Adversarial visual-layout audit of a Quarto `.qmd` or Beamer `.tex` deck. Flags overflow, font inconsistency, box fatigue, spacing, and alignment issues. Use when user says "visual audit", "check the layout", "does this overflow?", "look for visual issues", "audit the slides", or after reworking a deck's appearance. Does NOT check writing or pedagogy — pair with `/proofread` or `/pedagogy-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。
pedrohcgs/claude-code-my-workflow☆ 1,6622026年9月28日 更新
短视频钩子(开头)类型选择与写法,中文名「钩子」。Use when 起钩子、写钩子、钩子怎么写、钩子没思路、设计前5秒钩子、写视频开头/口播稿开头, or when the user asks 视频开头怎么做、开头模板、hook 类型、帮我起个钩子, including during ra-洗稿 script rewriting and 选题深化. Provides a scenario-based taxonomy of 7 hook types with decision flow, prerequisites, sentence templates, and common mistakes. For diagnosing and optimizing an existing hook draft, use dbs-hook instead; this skill chooses the type, dbs-hook polishes the execution.
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☆ 1,6472026年9月21日 更新
AI DevKit · Test-driven development — write a failing test before writing production code. Use when implementing new functionality, adding behavior, or fixing bugs during active development.
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☆ 1,6462026年10月15日 更新
AI DevKit · Review and improve documentation for novice users. Use when users ask to review docs, improve documentation, audit README files, evaluate API docs, review guides, or improve technical writing.
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☆ 1,6462026年10月15日 更新
Publish finished creatives as live Meta (Facebook/Instagram) ads via the Meta Marketing API, plus research and ad-copy support. Uploads an image or video, builds a multi-variant TEXT_LIQUIDITY creative, and creates a PAUSED ad in an existing ad set. Also pulls top-performing ads (ranked by ROAS) and competitor ads from the Ad Library to inform copy. Use when the user asks to deploy / publish / launch a creative as a Meta or Facebook ad, build a Meta ad, push a video or image into an ad set, pull their top ads, or research competitor ads. Not for generating creative (use the image/video skills) and not for writing AdTable/Airtable rows (use adtable-light).
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。
krusemediallc/arcads-claude-code☆ 1,6062026年9月23日 更新
GSAP animation reference for HyperFrames. Covers gsap.to(), from(), fromTo(), easing, stagger, defaults, timelines (gsap.timeline(), position parameter, labels, nesting, playback), and performance (transforms, will-change, quickTo). Use when writing GSAP animations in HyperFrames compositions.
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。
nateherkai/herk-edit-kit☆ 1,6042026年10月14日 更新
End-to-end orchestrator: from a business idea, app idea, or existing app to running Azure deployment with cost estimates and pre-deploy approval. Analyzes your app, auto-detects the right Azure services, scaffolds infrastructure code, and deploys — tailored to your app, not a template. Handles moving existing apps to Azure without rewriting or with minimal changes. WHEN: bring your app to Azure, plan my app, cost to run, is my code ready to deploy, deploy my app to the cloud, deploy all my services, what Azure services do I need, plan my Azure deployment, deploy my new app to Azure, one-click deploy, I have an app and want it on Azure, migrate my app to Azure, help me get started, build an app, no code yet, starter project. DO NOT USE FOR: use azd for deployment(use azure-deploy), optimizing existing costs (use cost-optimization), code readiness checks only (use azure-app-onboard-prereq).
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/azure-skills☆ 1,5732026年10月15日 更新
Capture a user's real writing voice from 5-20 prior samples, store a local voice.yaml fingerprint, and enforce it on newsjack drafts so AI tells disappear. Measures voice with named stylometry lenses (Burrows's Delta function-word vector, MATTR lexical diversity, sentence-length burstiness, Biber Dimension-1 register, opener-POS profile, punctuation rates) and gates drafts against the fingerprint as bands, not vibes.
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。
elvisun/newsjack☆ 1,5542026年10月11日 更新
Creates and structures SKILL.md files for AI coding agents, including YAML frontmatter, trigger phrases, directive instructions, decision trees, code examples, and verification checklists. Use when the user asks to write a new skill, create a skill file, author agent capabilities, generate skill documentation, or define a skill template for Claude Code agents.
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。
rohitg00/skillkit☆ 1,5542026年6月2日 更新
Guides the creation of technical design documents before writing code, producing architecture diagrams, data models, API interface definitions, implementation plans, and multi-option trade-off analyses. Use when the user asks to plan a feature, architect a system, design an API, explore implementation approaches, or requests a technical design or spec before coding — especially for complex features involving multiple components, ambiguous requirements, or significant architectural changes.
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。
rohitg00/skillkit☆ 1,5542026年6月2日 更新
Applies proven testing patterns — Arrange-Act-Assert (AAA), Given-When-Then, Test Data Builders, Object Mother, parameterized tests, fixtures, spies, and test doubles — to help write maintainable, reliable, and readable test suites. Use when the user asks about writing unit tests, integration tests, or end-to-end tests; structuring test cases or test suites; applying TDD or BDD practices; working with mocks, stubs, spies, or fakes; improving test coverage or reducing flakiness; or needs guidance on test organization, naming conventions, or assertions in frameworks like Jest, Vitest, pytest, or similar.
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。
rohitg00/skillkit☆ 1,5542026年6月2日 更新
Breaks down complex software, writing, or research tasks into small, atomic, independently completable units with dependency graphs and milestone breakdowns. Use when the user asks to plan a project, decompose a feature, create subtasks, split up work, or needs help organizing a large piece of work into a step-by-step plan. Triggered by phrases like "break down", "decompose", "where do I start", "too big", "split into tasks", "work breakdown", or "task list".
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。
rohitg00/skillkit☆ 1,5542026年6月2日 更新
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the editor or Blueprints, or when the user mentions Unreal C++, UCLASS, GENERATED_BODY, GameMode, ACharacter, or .Build.cs.
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☆ 1,5462026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☆ 1,5462026年10月9日 更新
Write Godot 4.7 shaders in the Godot Shading Language: canvas_item shaders for 2D and spatial shaders for 3D, with vertex/fragment functions, uniforms (source_color, hint_range), TIME/UV animation, and screen-reading via hint_screen_texture. Use when authoring .gdshader files, writing fragment/vertex code, making 2D/3D visual effects, or porting 3.x shaders (SCREEN_TEXTURE, hint_color) to 4.x.
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☆ 1,5462026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☆ 1,5462026年10月9日 更新
Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.
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☆ 1,5462026年10月9日 更新
Calibrate an LLM judge against human labels using data splits, TPR/TNR, and bias correction. Use after writing a judge prompt (write-judge-prompt) when you need to verify alignment before trusting its outputs. Do NOT use for code-based evaluators (those are deterministic; test with unit tests per `write-code-eval`).
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。
ai-evals-course/evals-skills☆ 1,5182026年9月25日 更新