Expert patterns for RPG/action ability systems including cooldown strategies, combo systems, ability chaining, skill trees with prerequisites, upgrade paths, and resource management. Use when implementing unlockable abilities, character progression, or complex skill systems. Trigger keywords: PlayerAbility, AbilityManager, cooldown, SkillTree, SkillNode, prerequisites, can_use, execute, ComboSystem, ability_chain, global_cooldown, charge_system, upgrade_path.
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☆ 8452026年10月13日 更新
Expert patterns for combat systems including hitbox/hurtbox architecture, damage calculation (DamageData class), health components, combat state machines, combo systems, ability cooldowns, and damage popups. Use for action games, RPGs, or fighting games. Trigger keywords: Hitbox, Hurtbox, DamageData, HealthComponent, combat_state, combo_system, ability_cooldown, invincibility_frames, damage_popup.
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☆ 8452026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☆ 8452026年10月13日 更新
Comprehensive blueprint for Action RPGs including real-time combat (hitbox/hurtbox, stat-based damage), character progression (RPG stats, leveling, skill trees), loot systems (procedural item generation, affixes, rarity tiers), equipment systems (gear slots, stat modifiers), and ability systems (cooldowns, mana cost, AOE). Based on expert ARPG design from Diablo, Path of Exile, Souls-like developers. Trigger keywords: action_rpg, loot_generator, rpg_stats, skill_tree, hitbox_combat, item_affixes, equipment_slots, ability_cooldown, stat_scaling.
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☆ 8452026年10月13日 更新
Manage an engagement buffer that ingests, prioritizes, rate-limits, deduplicates, and tracks state for incoming engagement items across platforms. Generates periodic digests and enforces cooldown periods. Composes with du-dum: du-dum sets the observation/action cadence, this skill manages the queue between beats.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Inspect and manage circuit-breaker states, connection cooldowns, quota limits, and backoff levels from the CLI. Reset stuck providers and configure resilience thresholds.
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。
diegosouzapw/OmniRoute☆ 7.6万2026年10月11日 更新
Monitor provider health, circuit-breaker states, p50/p95/p99 latency metrics, and budget guard alerts. Inspect connection cooldowns and model lockouts in real 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。
diegosouzapw/OmniRoute☆ 7.6万2026年10月11日 更新
/cs:freeze <decision> <days> — Lock a strategic decision for a cooldown period to prevent impulse reversal. Mirrors gstack's safety primitives for the business layer. Use when an irreversible decision was made under pressure — e.g. a layoff plan or multi-year contract — and deserves a cooling-off lock before 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。
alirezarezvani/claude-skills☆ 2.8万2026年8月30日 更新
Evaluate account-level drawdown circuit breaker rules from trader-memory-core state and decide whether new trade risk is allowed today. Uses realized P&L, losing-streak cooldowns, and weekly/monthly drawdown limits without any external 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。
tradermonty/claude-trading-skills☆ 2,9992026年10月13日 更新
Designs and audits macOS launchd watchdogs. Use for LaunchAgent/LaunchDaemon setup, plist changes, scheduled self-healing, repeated notifications, apps reopening after quit, crash or repair loops hammering the Mac, or a watchdog alert shown as Script Editor. Covers stop/disable/restart, cooldown/backoff, notification throttling and alert decisions. 中文:launchd 守护进程、常驻任务、开机自启、后台监控、定时自愈、通知来源排查。
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。
daymade/claude-code-skills☆ 1,4562026年10月13日 更新
Inspect fired CCAM alerts and manage alert rules for token thresholds, event patterns, inactivity, and status duration. Use when acknowledging alerts, creating or editing a rule, checking cooldowns, or connecting alert rules to webhook targets.
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。
hoangsonww/Claude-Code-Agent-Monitor☆ 1,0692026年10月12日 更新
Use when building or debugging UE5 gameplay: a character with double jump or dash, abilities with cooldowns, enemy AI that patrols, chases and attacks, a health bar or HUD; choosing Blueprint vs C++, GAS or not, StateTree vs Behavior Tree, EQS or Mass; setting up Enhanced Input, Common UI or UMG; replication, RepNotify, save games, World Partition state; "Blueprints are slow", Tick, casts and hard references; "ability won't activate", "enemy ignores the player"; or writing automated gameplay tests with injected input.
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。
scenario-labs/skills☆ 9922026年10月13日 更新
Turn a one-line description of a repetitive task into a reusable, self-guarding slash command. loop-forge diagnoses the task into one of 5 loop shapes (Batch / Pipeline / Refine / Watch / Explore), interviews for the blanks, and auto-injects two safety devices the user didn't know they needed — an independent verifier (maker ≠ checker) and a hardstop (a budget/count/cooldown ceiling) — then previews the result and stamps it as a `/command` they can run forever. Use when the user says "/loop", "/loop-forge", "/make-it-loop", "automate this", "make this repeatable", "turn this into a command", "do this for all 100 items", "do X every time Y happens", "generate several and pick the best", or otherwise wants to capture a recurring task as a reusable slash command instead of re-typing the prompt by hand. Works in any language: it interviews the user and writes the stamped command in the user's own language. Non-goal — it does not schedule unattended runs (launchd/cron) or publish externally on its own; it stamps the reusable command and stops there.
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。
sangrokjung/claude-forge☆ 8552026年9月3日 更新
Bevy ECS skill for abilities. Keywords: Bevy, ability, cooldown, ECS, gameplay.
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☆ 8452026年10月13日 更新
Use when building character abilities — Resource-based abilities with cost/cooldown/cast, buffs/debuffs, stat modifiers, gameplay tags, and HUD binding
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☆ 8152026年10月12日 更新
Agent hata toleransi ve devre kesici pattern. Ust uste hata yapan agent'i durdur, cooldown uygula, fallback'e gec. Kaskatli hatalari ve sonsuz retry dongularini onler.
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。
vibeeval/vibecosystem☆ 5332026年8月9日 更新
Install-time cooldowns for npm/bun plus a sandboxed pre-install scan for bypasses. Use for supply-chain attacks or npm security.
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。
jamditis/claude-skills-journalism☆ 4182026年10月5日 更新
Secure dependency upgrades with supply chain protection, cooldowns, and staged rollout. Use when upgrading deps, configuring security policies, or preventing supply chain attacks.
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。
secondsky/claude-skills☆ 2292026年9月28日 更新
World-class game UI design expertise combining the clarity of Nintendo's UI philosophy, the immersive diegetic interfaces of Dead Space and Metroid Prime, and the competitive readability principles from esports titles. Game UI is the invisible bridge between player intent and game response. Great game UI serves the player without breaking immersion. It communicates critical information at a glance during intense action, guides new players without patronizing veterans, and adapts gracefully from 4K monitors to handheld screens and from keyboard to touch to controller. The best game UI designers understand that every pixel of screen space is sacred - borrowed from the game world itself. Use when "game ui, game interface, hud design, heads up display, game menu, inventory ui, health bar, stamina bar, game hud, minimap, crosshair, reticle, button prompt, controller ui, gamepad navigation, diegetic interface, in-world ui, quest tracker, damage numbers, cooldown indicator, radial menu, game tooltip, game-ui, hud, game-interface, game-menu, controller-ui, diegetic, game-design, accessibility, console, mobile-games" mentioned.
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。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
管理交付节奏和 Cycle 时间盒时使用。适用于替代传统 Sprint、固定时间可变范围的项目、AI 工作流的快节奏管理。优先使用 Linear Cycles + Basecamp Shape Up + Cooldown 节奏。
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。
zhaoxuya520/AI-Fullstack-Delivery-Workflow☆ 542026年5月19日 更新
AI intuitive exploration for approaching unknown codebases, problems, or systems without preconceptions. Adapts the Coordinate Remote Viewing protocol to AI investigation: cooldown (clear assumptions), staged data gathering (raw signals → dimensional → analytical), AOL management (separating observations from premature labels), and structured review. Use when investigating an unfamiliar codebase with unknown architecture, debugging a problem where premature hypotheses could mislead, exploring a domain with limited context, or when previous attempts have been led astray by assumptions and "beginner's mind" would be more productive.
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。
pjt222/agent-almanac☆ 372026年10月12日 更新
Selbstjustierende Takt-Regelschleife für wiederkehrende Agenten-Scans. Nutzen, wenn ein geplanter Scan sein Intervall bei Aktivität schärfen und bei Stille abkühlen soll, ohne Operator-Eingriff.
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。
ellmos-ai/skills☆ 82026年10月12日 更新
Implement actions, cooldowns, DoAfter flows, interruption, cancellation, and authoritative completion safely.
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。
ArcaneSS14/arcane-new☆ 32026年10月13日 更新
Gives coding agents temporal awareness by reading the session transcript the host already writes, so the agent stops guessing about time and stops repeating commands that just failed. Activates whenever an agent reasons about recency, elapsed time, retry windows, deploy cooldowns, memory or file staleness, idle detection, or any "when / how long ago / how long did that take" question. Required for autonomous, parallel, or long-running 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。
OthmanAdi/chronos☆ 32026年9月4日 更新