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概要と使いどころ

Build and refactor SwiftUI UI with component patterns and examples. Use when shaping navigation, state, layouts, controls, or screen composition.

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。

openai/plugins7,4822026年10月8日 更新

Create a user story map that lays out activities, steps, tasks, and release slices. Use when planning a workflow, backlog, or MVP around the user journey.

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。

deanpeters/Product-Manager-Skills7,4592026年10月16日 更新

Prioritize stakeholders using two complementary grids. Use when setting engagement strategy and surfacing whose voice needs elevating after stakeholder identification.

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。

deanpeters/Product-Manager-Skills7,4592026年10月16日 更新

Guide teams through MITRE's Problem Framing Canvas. Use when you need a clearer problem statement before jumping to solutions.

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。

deanpeters/Product-Manager-Skills7,4592026年10月16日 更新

Map every stakeholder before engaging anyone. Use when launching an initiative, scoping discovery, or building an engagement plan from scratch.

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。

deanpeters/Product-Manager-Skills7,4592026年10月16日 更新

Decode an incoming message into a structured breakdown separating the literal ask from the job-to-be-done. Use when a loaded Slack ping, email, mandate, or escalation needs a reply.

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。

deanpeters/Product-Manager-Skills7,4592026年10月16日 更新

rails-dev

無料

Opinionated Rails conventions: rich models, concerns, CRUD-everything, state-as-records, minimal dependencies, Minitest with fixtures. Load this skill BEFORE any code-level thinking, not only before editing a file. It is required the moment a task touches Rails code in ANY way: designing or even just discussing a data model, schema, migration, entity, association, field, validation, class, or method name; writing, planning, reviewing, analyzing, testing, debugging, or refactoring; or proposing any model, table, column, route, or code snippet inline in chat. If you are about to name a model or sketch a column you are already in scope, even in an exploratory back-and-forth where no file is written yet. Do not let a "we're just discussing" framing defer it. Do NOT use for non-Rails backends, NestJS, or general architecture (use nestjs-modular-monolith or coding-guidelines).

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。

tech-leads-club/agent-skills7,0682026年10月17日 更新

Detects anemic domain models, validates and refactors them into rich domain models, and enforces tactical DDD patterns (Entities, Value Objects, Aggregates, Domain Services, Domain Events). Use when the user asks to validate, review, or check domain models or DDD code; detect anemia; refactor domain objects; improve encapsulation; or mentions terms like "anemic model", "rich domain", "aggregate", "value object", "domain event", "ubiquitous language", "is this good DDD", "does this follow DDD", or "check my domain". Do NOT use for module or service boundary design, architectural decomposition, strategic DDD context mapping, or code outside the domain layer (DTOs, controllers, infrastructure adapters).

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。

tech-leads-club/agent-skills7,0682026年10月17日 更新

the-jury

無料

Use when a question, decision, plan, tradeoff, or claim needs a rigorous verdict and one perspective is not enough. Spawns a panel of 3 to 5 subagent jurors that form independent blind opinions, deliberate anonymously under an anti-anchoring and anti-sycophancy protocol, and return one committed verdict with confidence, preserved dissent, and a concrete next action. Domain-agnostic across engineering, architecture, data, product, hiring, strategy, vendor choice, build-vs-buy, and research design. Trigger phrases include "convene a jury", "have agents debate and decide", "get a panel to decide", "multi-agent decision", "stress-test this and decide", "monte um juri", "tribunal de agentes", "painel para decidir". Do NOT use to only critique without deciding (use the-fool for that), to build a plan or write the solution itself, or for simple factual lookups.

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。

tech-leads-club/agent-skills7,0682026年10月17日 更新

Creates and maintains Figma Code Connect template files that map Figma components to code snippets. Use when the user mentions Code Connect, Figma component mapping, design-to-code translation, or asks to create/update .figma.ts or .figma.js files.

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。

Devin-AXIS/iPolloWork7,0512026年10月17日 更新

figma-use

無料

**MANDATORY prerequisite** — you MUST invoke this skill BEFORE every `use_figma` tool call. NEVER call `use_figma` directly without loading this skill first. Skipping it causes common, hard-to-debug failures. Trigger whenever the user wants to perform a write action or a unique read action that requires JavaScript execution in the Figma file context — e.g. create/edit/delete nodes, set up variables or tokens, build components and variants, modify auto-layout or fills, bind variables to properties, or inspect file structure programmatically.

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。

Devin-AXIS/iPolloWork7,0512026年10月17日 更新

owasp-asi

無料

OWASP Top 10 for Agentic Applications 2026 (ASI) classification framework. Use for mapping security findings to standardized risk categories.

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。

Tencent/AI-Infra-Guard6,8982026年10月17日 更新

Put weather into a Three.js scene that reads as weather — rain anchored inside the frustum, a storm that is the rain leaned on rather than a second system, lightning on its own light with thunder scheduled by distance, snow that blows up into blizzards and keeps settling until the ground goes white, wet ground with puddles and splashes, and looping ambience that has no seam. Use for scene atmosphere, seasonal states, hero backdrops, or any world where clear/rain/storm/snow needs to be a control the viewer can turn.

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/Skills6,8202026年10月6日 更新

Build reversible scroll-controlled visual transformations with a pinned or sticky stage, normalized progress, and video, image-sequence, canvas, SVG, or DOM renderers. Use for hero transformations, product assembly, interface state walkthroughs, object rotation, diagrams, or photo sequences that must move forward and backward with native scrolling.

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/Skills6,8202026年10月6日 更新

threejs

無料

Use when building or debugging interactive 3D scenes on the web with Three.js (scene/camera/renderer, lights/materials, GLTF loading, controls, performance). Helpful for designers shipping 3D UI moments.

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/Skills6,8202026年10月6日 更新

Generate architecture procedurally in Three.js and film it assembling — a small geometry vocabulary that builds pagodas, castles, domes and spires from parameters instead of mesh files, hip roofs with flying eaves driven by a single profile function, and a clipping-plane build animation where everything below a rising line is finished work and scaffolding stands above it. Use for construction studies, architectural title sequences, procedural landmarks, or any hero object that should build itself rather than fade in.

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/Skills6,8202026年10月6日 更新

Create a gooey blob system using SVG filters where multiple shapes merge into a single fluid form. Use overlapping circles combined with a Gaussian blur and color matrix filter to produce a continuous, organic mass. The forms should visually fuse and separate based on proximity. Focus on filter-driven merging (blur + threshold effect), soft organic boundaries with no hard edges, multiple independent shapes behaving as one system, and smooth continuous motion that feels fluid and cohesive.

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/Skills6,8202026年10月6日 更新

Build a cursor trail whose spacing stays constant at any hand speed, by emitting motes per unit of distance travelled rather than on a timer, so a flick draws the same continuous ribbon as a crawl instead of breaking into scattered dots. Covers sub-segment placement, the ring-buffer ordering trap, the idle breath a distance emitter needs, anchoring the trail to the screen in a 3-D scene, scaling scatter against the plane it hangs on, coasting instead of stopping dead, touch and reduced-motion fallbacks, and why moving the emitter to a DOM overlay to raise its z-index costs more than it buys. Use for cursor wisps, pointer sparks, embers, magic trails, comet tails, plankton, dust, or any mote trail that must stay legible however fast the hand moves.

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/Skills6,8202026年10月6日 更新

Add restrained mouse-driven orbit and parallax depth to a Three.js hero by damping one pointer target and splitting it across camera translation, look-at, and small object rotations. Use for passive cinematic 3D heroes, pointer-responsive scenes, organic model parallax, and interactive depth where OrbitControls would feel like a product viewer.

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/Skills6,8202026年10月6日 更新

Create premium cinematic web motion systems with GSAP, ScrollTrigger, and Lenis. Use for luxury editorial websites, creative studio portfolios, Awwwards-style interactions, smooth scroll reveals, staggered text, parallax, pinned sections, magnetic hover states, custom cursors, and mouse-reactive layered movement.

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/Skills6,8202026年10月6日 更新

Make a 3D object lean around on hover and open a full inspect view on click. Hover is a damped, bounded camera lean; click lifts the piece off its bench into the hand, where you drag to turn it, coast, dolly with wheel or pinch, and put it back with Esc, click-away or a Close button. Use for product, object, joinery and portfolio pieces in Three.js where a hover orbit and click-to-full-view must not fight each other; use webgl-3d-object for a floating hero mesh with no inspect mode, and 3d-virtual-tour for a camera path through a place.

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/Skills6,8202026年10月6日 更新

Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this 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。

MengTo/Skills6,8202026年10月6日 更新

Turn a visual or interaction technique you already built into a reusable web-design skill, by isolating the one mechanism that makes it work while reproducing its approved reference exactly around that focus, and packaging it with a demo that proves both the mechanism and the visual fidelity. Covers finding the mechanism, naming the technique plainly, disclosing the verified runtime and renderer, auditing reference layers, carrying real numbers instead of adjectives, preserving owned staging, keeping expensive gotchas, declaring the boundary against neighbouring skills, and browser-verifying before claiming it works. Use when a page, canvas scene, shader, scroll effect, layout system, or hover interaction turned out well and should become a skill rather than staying in one project.

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/Skills6,8202026年10月6日 更新

Use when an agent hits HTTP 402 / payment-required, or the user mentions x402, x402Version, X-PAYMENT, PAYMENT-REQUIRED, PAYMENT-SIGNATURE, WWW-Authenticate: Payment, permit2, upto, metered billing, a payment channel / voucher / session, channelId / channel_id, opening / closing / topping up / settling / refunding a channel, a paymentId or a2a_ link, creating / checking a payment link, A2MCP / an A2MCP endpoint, or sending a request to / calling an Agent's endpoint with a concrete endpoint URL. Covers x402 (exact, exact+Permit2, upto, aggr_deferred), MPP (charge / session), and a2a-pay paymentId flows. Any close / topup / settle / voucher / refund near a channel_id or session is an MPP mid-session op. Two-phase quote/pay: `payment quote`, `payment pay --payment-id`, `decode-receipt`. The full bilingual trigger list (including Chinese) lives in the skill body.

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-skill6,7562026年8月20日 更新