Operational billing execution for legal matters. Monthly bill prep and billing instructions, LC invoice review and disbursement treatment, client billing query responses, cashflow modelling (LC payment obligations vs client receipts), and leverage and burn analysis (staffing mix, predicted total cost, margin trajectory). Trigger on: 'prepare the bill', 'billing instruction', 'end of month billing', 'LC invoice', 'local counsel invoice', 'pass through as disbursement', 'client querying the invoice', 'billing dispute', 'cashflow gap', 'when will we get paid', 'LC payment due', 'leverage analysis', 'staffing mix', 'predicted total cost', 'burn rate by grade', 'are we on track', 'what will this matter cost'.
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。
lawve-ai/awesome-legal-skills☆ 8682026年10月3日 更新
Contract intelligence and contract operations workflow skill for Claude and Codex. Guides the full contract lifecycle review process from intake and playbook normalization through clause review, deviation scoring, negotiation planning, approval routing, QA, and action recommendations. Reviews legal, business, operational, compliance, privacy, security, technology, and AI-related risks across contracts and legal documents. Supports NDAs, SaaS agreements, DPAs, procurement contracts, commercial agreements, contract comparisons, redlines, approval packages, clause research, and drafting. Warning-Comprehensive reviews can consume significant Claude/OpenAI tokens, especially for large agreements, playbooks, exhibits, schedules, and multi-document reviews.
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。
lawve-ai/awesome-legal-skills☆ 8682026年10月3日 更新
When you want to draft, update, convert, or export a slide deck for a React/Next.js slide system (${SLIDE_DECK_REPO:-$HOME/code/your-slide-deck-site}/src/app/slides/). Writes TypeScript Slide[] arrays using your primitives (Eyebrow, Heading, Accent, Body, BulletList, Divider, TwoCol, GradientText), 12 cycling brand gradients, optional sections for "where am I" context, and speaker notes. Inspired by zarazhangrui/frontend-slides — "show, don't tell" for narrative (presents 3 angles, you pick) plus density modes (speaker-led vs reading-first). Four modes — new (draft from brief), update (modify existing, with overflow guards), ppt (convert legacy PPTX → React deck), export (Playwright snapshot existing React deck to standalone HTML, PDF, or Vercel URL — keeps brand). Triggers on "/slide-deck," "/slides new," "/slides export," "/slides update," "/slides ppt," "draft a deck," "deck for [topic]," "talk on [topic]," "keynote on [topic]," "internal deck for [audience]," "convert this pptx," "export this deck."
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。
coreyhaines31/makerskills☆ 8622026年10月9日 更新
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.
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-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_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。
thedivergentai/Game-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Bevy ECS skill for player input. Keywords: Bevy, ButtonInput, KeyCode, MouseButton, Gamepad.
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-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Bevy card-game router: zones, turn resource, deck order, catalog costs, EndTurn and PlayCard messages. Use for a local hand, board, and seat order. Keywords: Bevy, card game, zone, turn, deck, energy, chain.
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-Dev-Agentic-Skills☆ 8572026年10月14日 更新
Expert blueprint for programmatic animation using Tween for smooth property transitions, UI effects, camera movements, and juice. Covers easing functions, parallel tweens, chaining, and lifecycle management. Use when implementing UI animations OR procedural movement. Keywords Tween, easing, interpolation, EASE_IN_OUT, TRANS_CUBIC, tween_property, tween_callback.
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-Skills☆ 8502026年10月13日 更新
Expert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards. Trigger keywords: static_typing, signal_architecture, unique_nodes, @onready, class_name, signal_up_call_down, Callable.bind, typed_collections, await_sequence.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for MOBA games including lane logic (minion wave spawning every 30s), tower aggro priority (hero attacking ally over minion over hero), click-to-move controls (RTS-style raycasting), hero ability systems (QWER cooldowns, mana cost), fog of war (SubViewport projections), and authoritative networking (server validates damage). Use for competitive 5v5 or arena games. Trigger keywords: MOBA, lane_manager, minion_waves, tower_aggro, click_to_move, ability_cooldowns, fog_of_war, comeback_mechanics.
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-Skills☆ 8502026年10月13日 更新
Expert blueprint for horror games: sawtooth tension pacing, Director macro-AI, sensory predator AI, sanity/stress FX, and scarcity loops. Use when building psychological/survival horror, dual-brain stalker AI (cheating Director + honest LoS/sound), flashlight/fog atmosphere, or safe-room saves. Keywords: horror_game, tension_pacing, director_system, sensory_perception, sanity_system, volumetric_fog, AI_reaction_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。
thedivergentai/Game-Design-Agentic-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for spatial queries. Keywords: Bevy, raycast, shapecast, picking, physics query.
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-Skills☆ 8502026年10月13日 更新
Bevy ECS skill for player input. Keywords: Bevy, ButtonInput, KeyCode, MouseButton, Gamepad.
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-Skills☆ 8502026年10月13日 更新
Use when targeting Android/iOS — export and signing, permissions, plugins, in-app purchases, ads, app lifecycle, device features, and mobile performance
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/GodotPrompter☆ 8302026年10月15日 更新
Use when working with physics bodies, collision shapes, raycasting, areas, rigid bodies, ragdolls, soft bodies, Jolt physics, and physics interpolation in Godot 4.3+
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/GodotPrompter☆ 8302026年10月15日 更新
Use when writing production-grade GDScript — performance idioms, metaprogramming, @tool lifecycle, async pitfalls, signal/Callable trade-offs, profiler-driven idioms, and common pitfalls
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/GodotPrompter☆ 8302026年10月15日 更新
When the user wants help with revenue operations, lead lifecycle management, or marketing-to-sales handoff processes. Also use when the user mentions 'RevOps,' 'revenue operations,' 'lead scoring,' 'lead routing,' 'MQL,' 'SQL,' 'pipeline stages,' 'deal desk,' 'CRM automation,' 'marketing-to-sales handoff,' or 'data hygiene.' For cold outreach emails, see cold-email. For email drip campaigns, see email-sequence. For pricing decisions, see pricing-strategy.
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。
AvdLee/RocketSimApp☆ 8082026年10月16日 更新
Enforce complexity and size limits on Swift code with SwiftLint threshold rules — cyclomatic complexity, function/type/file length, parameter count — adopted via a violations baseline so existing code never blocks. Use when agent-written code needs deterministic size constraints.
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。
rshankras/claude-code-apple-skills☆ 8052026年7月24日 更新
Close the post-launch loop — turn a live app's App Store signals (reviews, analytics, sales, crashes, listing conversion) into a metric-tagged backlog for the next version, AND verify whether last cycle's changes moved the metric they promised to move. Read-only on App Store Connect; every change is surfaced and routed to another command, never auto-applied. Use before planning the next version, on a monthly cadence, or ~1-2 weeks after shipping to check if a change worked.
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。
rshankras/claude-code-apple-skills☆ 8052026年7月24日 更新
Generates authentication infrastructure with Sign in with Apple, biometrics, and Keychain storage. Use when user wants to add authentication, login, or Sign in with Apple.
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。
rshankras/claude-code-apple-skills☆ 8052026年7月24日 更新
Generates an Apple-compliant account deletion flow with multi-step confirmation UI, optional data export, configurable grace period, Keychain cleanup, and server-side deletion request. Use when user needs account deletion, right-to-delete, or Apple App Review compliance for account removal.
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。
rshankras/claude-code-apple-skills☆ 8052026年7月24日 更新
Code generator skills that produce production-ready Swift code for common app components. Use when user wants to add logging, analytics, onboarding, review prompts, networking, authentication, paywalls, settings, persistence, error monitoring, CI/CD pipelines, localization, push notifications, deep linking, testing, accessibility, widgets, feature flags, app icons, image caching, pagination, HTTP caching, share cards, social export, subscription lifecycle, referral systems, watermarks, streak tracking, milestone celebrations, what's new screens, lapsed user re-engagement, usage insights, variable rewards, consent flows, account deletion, permission priming, force updates, state restoration, debug menus, offline queues, feedback forms, announcement banners, quick win sessions, Spotlight indexing, App Clips, screenshot automation, background processing, app extensions, data export, or SwiftUI preview sample data and variant matrices.
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。
rshankras/claude-code-apple-skills☆ 8052026年7月24日 更新