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概要と使いどころ

Expert CIS Controls v8 (CIS Top 18) advisor — implementation group scoping (IG1/IG2/IG3), control gap assessments, safeguard-level guidance, asset inventory, software inventory, data protection, secure configuration, account management, access control, continuous vulnerability management, audit log management, email and web browser protections, malware defenses, network infrastructure management, network monitoring and defense, application software security, incident response, penetration testing, and CIS Controls mapping to NIST CSF, ISO 27001, SOC 2, and CMMC. Use for any question about CIS Controls, CIS Benchmarks, Implementation Groups, or prioritized cyber hygiene for any organization size.

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-skills8732026年10月3日 更新

seo

無料

Use and read this skill immediately if the user request is in any way related to SEO or a site's organic search or AI search presence. That includes site audits, rankings, keyword research, competitors, backlinks, click or traffic changes, indexing problems, crawling, redirects, sitemaps, metadata, structured data, Core Web Vitals, internal links, content opportunities, programmatic SEO, local search, Search Console or Google Analytics questions, Google update impact, llms.txt, AI search visibility in ChatGPT, Claude, Perplexity, or Google AI Overviews, and client SEO reporting. Routes to evidence-backed local reports through the SEO CLI and MCP server.

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。

Nexus-JPF/note-companion8712026年10月18日 更新

When the user wants to plan a content strategy, decide what content to create, or figure out what topics to cover. Also use when the user mentions "content strategy," "what should I write about," "content ideas," "blog strategy," "topic clusters," "content planning," "editorial calendar," "content marketing," "content roadmap," "what content should I create," "blog topics," "content pillars," or "I don't know what to write." Use this whenever someone needs help deciding what content to produce, not just writing it. For writing individual pieces, see copywriting. For SEO-specific audits, see seo-audit. For social media content specifically, see social.

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。

Nexus-JPF/note-companion8712026年10月18日 更新

netflows

無料

Network flow extractor that analyzes pcap/pcapng files to identify outbound connections with automatic DNS hostname resolution. Use when you need to enumerate network destinations, identify what hosts a device communicates with, or map IP addresses to hostnames from packet captures.

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。

BrownFineSecurity/iothackbot8652026年6月1日 更新

Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.

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-Skills8622026年10月17日 更新

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

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-Skills8622026年10月17日 更新

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

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-Skills8622026年10月17日 更新

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.

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-Skills8622026年10月17日 更新

Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.

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-Skills8622026年10月17日 更新

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_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。

thedivergentai/Game-Dev-Agentic-Skills8622026年10月17日 更新

Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.

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-Skills8622026年10月17日 更新

Expert blueprint for desktop platforms (Windows/Linux/macOS) covering keyboard/mouse controls, settings menus, window management (fullscreen, resolution), keybind remapping, and Steam integration. Use when targeting PC platforms or implementing desktop-specific features. Keywords desktop, Windows, Linux, macOS, settings, keybinds, ConfigFile, DisplayServer, Steam, fullscreen.

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-Skills8502026年10月13日 更新

Full-history Godot version migration hub. Use when upgrading any Godot project toward the library target (currently 4.7)—from 1.x/2.x legacy eras through 3→4 and hop-by-hop 4.x minors—or finding Domain Skill-scoped migration notes. Trigger keywords: upgrade Godot, migrate Godot version, Godot 3 to 4, Godot 2 to 3, upgrading_to_godot, version migration, breaking changes, convert-3to4, TileMapLayer, AnimationMixer, engine.cfg, project.godot.

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-Skills8502026年10月13日 更新

Expert blueprint for racing games including vehicle physics (VehicleBody3D, suspension, friction), checkpoint systems (prevent shortcuts), rubber-banding AI (keep races competitive), drifting mechanics (reduce friction, boost on exit), camera feel (FOV increase with speed, motion blur), and UI (speedometer, lap timer, minimap). Use for arcade racers, kart racing, or realistic sims. Trigger keywords: racing_game, vehicle_physics, checkpoint_system, rubber_banding, drifting_mechanics, camera_feel.

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-Skills8502026年10月13日 更新

Expert blueprint for rhythm games including audio synchronization (BPM conductor, latency compensation with AudioServer.get_time_since_last_mix), note highways (scroll speed, timing windows), judgment systems (Perfect/Great/Good/Bad/Miss), scoring with combo multipliers, input processing (lane-based, hold note detection), and chart/beatmap loading. Based on DDR/osu!/Beat Saber research. Trigger keywords: rhythm_game, audio_sync, timing_judgment, note_highway, combo_system, BPM_conductor, latency_compensation.

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-Skills8502026年10月13日 更新

Expert blueprint for party games including minigame resource system (define via .tres files), local multiplayer input (4-player controller management), asymmetric gameplay (1v3 balance), scene management (clean minigame loading/unloading), persistent scoring (track wins across rounds), and split-screen rendering (SubViewport per player). Use for Mario Party-style games or WarioWare collections. Trigger keywords: party_game, minigame_collection, local_multiplayer, asymmetric_gameplay, split_screen, dynamic_input_mapping.

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-Skills8502026年10月13日 更新

Expert blueprint for platformer games including precision movement (coyote time, jump buffering, variable jump height), game feel polish (squash/stretch, particle trails, camera shake), level design principles (difficulty curves, checkpoint placement), collectible systems (progression rewards), and accessibility options (assist mode, remappable controls). Based on Celeste/Hollow Knight design research. Trigger keywords: platformer, coyote_time, jump_buffer, game_feel, level_design, precision_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。

thedivergentai/Game-Design-Agentic-Skills8502026年10月13日 更新

Expert patterns for Godot 3D PBR materials using StandardMaterial3D including albedo, metallic/roughness workflows, normal maps, ORM texture packing, transparency modes, and shader conversion. Use when creating realistic 3D surfaces, PBR workflows, or material optimization. Trigger keywords: StandardMaterial3D, BaseMaterial3D, albedo_texture, metallic, metallic_texture, roughness, roughness_texture, normal_texture, normal_enabled, orm_texture, transparency, alpha_scissor, alpha_hash, cull_mode, ShaderMaterial, shader parameters.

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-Skills8502026年10月13日 更新

Add Temps error tracking to applications using the Sentry-compatible SDK. Temps exposes a Sentry-compatible DSN that works with the official Sentry SDK for each language/framework — no code changes beyond initialization are required. Use when the user wants to: (1) Add error tracking to any app (React, Next.js, Vue, Svelte, Angular, Node.js, Python, Go, Rust, Ruby, Java, PHP, .NET, React Native, Flutter), (2) Wire up uncaught exception and unhandled promise rejection capture, (3) Configure session replay for errors, (4) Upload source maps for readable stack traces, (5) Report releases and environments, (6) Capture custom errors/messages. Triggers: "add error tracking", "add sentry", "track exceptions", "report errors", "temps error tracking", "wire up error monitoring".

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/temps8502026年10月18日 更新

Bootstrap skill — establishes how to find and use GodotPrompter skills, with platform-specific tool mapping

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/GodotPrompter8472026年10月15日 更新

Use when running work off the main thread — WorkerThreadPool, Thread/Mutex/Semaphore, call_deferred, thread-safe scene access, and threaded resource loading

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/GodotPrompter8472026年10月15日 更新

Use when implementing input — InputEvent system, Input Map actions, controllers/gamepads, mouse/touch, action rebinding, and input architecture

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/GodotPrompter8472026年10月15日 更新

Use when working with 2D-specific systems — TileMaps, parallax scrolling, 2D lights and shadows, canvas layers, particles 2D, custom drawing, and 2D meshes 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/GodotPrompter8472026年10月15日 更新

Use when building in-game HUDs — health bars, score displays, minimap, notifications, and damage numbers

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/GodotPrompter8472026年10月15日 更新