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「types」の検索結果

2,251 件 ・ 関連度順

概要と使いどころ

Automatic quality control, linting, and static analysis procedures. Use after every code modification to ensure syntax correctness and project standards. Triggers onKeywords: lint, format, check, validate, types, static analysis.

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。

umairinayat/Specter-AI182026年9月29日 更新

Scaffold new spell step commands and connectors. Use when building new step commands for spells or extending the spell engine with new capabilities. Connectors are for new I/O transport types OR platforms requiring complex multi-step interaction (e.g., browser-based automation).

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。

eric-cielo/moflo182026年10月1日 更新

Query .NET APIs across NuGet packages, platform libraries, and local files. Search for types, list API surfaces, compare and diff versions, find extension methods and implementors. Use whenever you need to answer questions about .NET library contents.

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。

jguadagno/jjgnet-broadcast182026年8月4日 更新

This skill should be used when the user asks to "build a feature", "fix a bug", "implement something", "start a dev cycle", types "/dev", or describes a software task that requires design, implementation, testing, and shipping. Orchestrates the full software development lifecycle from interrogation through shipping, with self-learning that improves over 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。

jguadagno/jjgnet-broadcast182026年8月4日 更新

mastra

無料

Comprehensive Mastra framework guide. Teaches how to find current documentation, verify API signatures, and build agents and workflows. Covers documentation lookup strategies (embedded docs, remote docs), core concepts (agents vs workflows, tools, memory, RAG), TypeScript requirements, and common patterns. Use this skill for all Mastra development to ensure you're using current APIs from the installed version or latest documentation.

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。

huanshenyi/mastra-book182026年6月30日 更新

Qualitative quality review of game design documents — answers "is this design good, and does it follow best practices?" — across all three GDD axes: systems, flows, and content types. Fans out adversarial lenses (completeness, clarity, pillar alignment, systems-math, fantasy-delivery, feasibility, scope) plus domain lenses that check it against the game-design rules, each prompted to find problems rather than validate; produces a severity-graded verdict and a two-bucket report (apply-ready fixes vs research), handed to /unikit-gd-apply or /unikit-gd-explore in one move. Scope is inferred: a named system, flow, or content type reviews that document; "all" runs a cross-document review. Use when the user wants a critique, quality judgment, or rules check of the design, e.g. "review the combat GDD", "review the onboarding flow". This is the subjective quality pass — for a mechanical consistency check (numbers, terms, IDs, references matching the registry) use /unikit-gd-verify.

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。

NintendaDev/unikit-ai182026年10月14日 更新

Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.

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。

NintendaDev/unikit-ai182026年10月14日 更新

Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-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。

NintendaDev/unikit-ai182026年10月14日 更新

pulser

無料

Diagnose and test Claude Code skills against Anthropic's 7 principles. Scans SKILL.md files, checks 8 rules (gotchas, description, allowed-tools, file-size, structure, frontmatter, conflicts, usage-hooks), classifies skill types, generates prescriptions, and runs eval tests. Use when checking skill quality, auditing skills, testing skills, or before publishing skills. Triggers on "스킬 점검", "스킬 진단", "스킬 테스트", "check skills", "audit skills", "test skills", "skill health", "pulser", "pulser 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。

TheStack-ai/pulser182026年6月30日 更新

MUST be used for Vue.js tasks. Strongly recommends Composition API with `<script setup>` and TypeScript as the standard approach. Covers Vue 3, SSR, Volar, vue-tsc. Load for any Vue, .vue files, Vue Router, Pinia, or Vite with Vue work. ALWAYS use Composition API unless the project explicitly requires Options API.

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。

hetari/sulaf172026年9月10日 更新

Patterns for robust error handling across TypeScript, Python, and Go. Covers typed errors, error boundaries, retries, circuit breakers, and user-facing error messages.

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。

tensology/decisionsai172026年10月13日 更新

Design and build cohesive web pages with custom visual identity — landing pages and portfolios get rich anatomy + section archetypes; any other page type (blog, about, pricing, contact, coming-soon, dashboard, admin, e-commerce, custom) is supported through generic anatomy + skeleton. Use this skill whenever the user mentions: landing page, portfolio, personal site, hero section, marketing page, product page, sales page, splash page, blog page, about page, pricing page, contact page, coming-soon, waitlist, dashboard, admin panel, e-commerce store, redesign my site, design my portfolio, build a portfolio, work showcase, hire-me page, perfect-ui, perfect landing, or asks to create any web page surface. Two tiers: special (landing | portfolio — rich treatment) and generic (everything else — universal craft toolkit). Self-contained 8-phase pipeline: vibe discovery → visual direction (color/typography/mood) → custom icon set (NO emoji, NO icon library) → AI-generated visuals → optional shader effects layer → inline plan + implement on Next.js + Tailwind + shadcn. Always proposes effect layer as optional. No refusals; outputs distinctive sites, not AI slop.

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。

tensology/decisionsai172026年10月13日 更新

UI/UX design intelligence for web, mobile, and desktop. This skill should be used when designing, building, reviewing, or fixing interfaces, including pages, components, design systems, accessibility, interaction, responsive layout, typography, color, charts, and stack-specific UI implementation. Searchable local data: 79 searchable styles (50 active), 192 product palettes and reasoning profiles, 74 font pairings, 119 UX guidelines, 105 icons, 17 GSAP presets, 25 chart types, and 22 stacks.

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。

tensology/decisionsai172026年10月13日 更新

Guide for creating high-quality MCP (Model Context Protocol) servers that enable LLMs to interact with external services through well-designed tools. Use when building MCP servers to integrate external APIs or services, whether in Python (FastMCP) or Node/TypeScript (MCP SDK).

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。

tensology/decisionsai172026年10月13日 更新

Checks DRY (10 types), KISS/YAGNI, error handling, DI patterns. Returns findings with severity, location, effort, pattern_signature.

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。

tensology/decisionsai172026年10月13日 更新

Use Open Design for agent-native UI prototypes, decks, motion, and hand-drawn diagrams — complementary to Decisions Mermaid viewer for technical charts.

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。

tensology/decisionsai172026年10月13日 更新

xstate

無料

Design, implement, and review XState v5 state machines and @xstate/react integrations in TypeScript. Use when modeling finite workflows, async actors, statecharts, guarded transitions, delayed transitions, actor systems, or machine-driven React behavior.

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。

wordbricks/onequery172026年7月30日 更新

Guide for writing idiomatic Rust code based on Apollo GraphQL's best practices handbook. Use this skill when: (1) writing new Rust code or functions, (2) reviewing or refactoring existing Rust code, (3) deciding between borrowing vs cloning or ownership patterns, (4) implementing error handling with Result types, (5) optimizing Rust code for performance, (6) writing tests or documentation for Rust projects.

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。

wordbricks/onequery172026年7月30日 更新

Adopt better-result in an existing TypeScript codebase. Use when replacing try/catch, Promise rejection handling, null sentinels, or thrown domain exceptions with typed Result 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。

wordbricks/onequery172026年7月30日 更新

Knip dead code detection best practices for JavaScript and TypeScript projects. Use when configuring Knip, analyzing unused code, setting up CI integration, or cleaning up codebases. Triggers on knip.json, dead code, unused exports, unused dependencies, bundle 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。

wordbricks/onequery172026年7月30日 更新

Guide for implementing smooth, native-feeling animations using React's View Transition API (`<ViewTransition>` component, `addTransitionType`, and CSS view transition pseudo-elements). Use this skill whenever the user wants to add page transitions, animate route changes, create shared element animations, animate enter/exit of components, animate list reorder, implement directional (forward/back) navigation animations, or integrate view transitions in Next.js. Also use when the user mentions view transitions, `startViewTransition`, `ViewTransition`, transition types, or asks about animating between UI states in React without third-party animation libraries.

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。

wordbricks/onequery172026年7月30日 更新

Bun

無料

Use when building, running, testing, or bundling JavaScript/TypeScript applications. Reach for Bun when you need to execute scripts, manage packages, run tests, or bundle code for production. Bun is a drop-in replacement for Node.js with integrated package manager, test runner, and bundler.

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。

human-kit/ui172026年10月11日 更新

Catalog APIs, persistence models, and message/event payloads into DATA_MODEL.md at the project root. Use after implementation when a diff touches request/response types, schemas, ORM models, queue payloads, or webhook shapes. Triggers on "document data model", "update DATA_MODEL", "catalog API shapes".

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。

LazyIsEfficient/agentic-os172026年7月17日 更新

Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.

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。

LazyIsEfficient/agentic-os172026年7月17日 更新