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cccskills

「difficulty」の検索結果

72 件 ・ 関連度順

概要と使いどころ

Locate BotProfile::Difficulty in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::Difficulty" (symbol BotProfile_Difficulty). This is a VIRTUAL function - resolve the BotProfile::Difficulty vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_Difficulty, BotProfile::Difficulty

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。

mrc4tt/CS2_VibeSignatures32026年10月13日 更新

Score how hard a keyword is to rank for in the AI-search era — page-level URL Rating of real competitors (not just domain DR), Ahrefs keyword difficulty, and whether a given site already ranks or is cited in Google's AI Overview. Use when the user asks 'how hard is <keyword> to rank', 'geo difficulty for <keyword>', or 'keyword difficulty for <domain>'.

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。

OpenClaudia/openclaudia-skills7152026年10月11日 更新

Discover keyword opportunities with MEASURED volume, keyword difficulty, CPC, and intent from OpenSEO, then write them into brand/keyword-plan.md. Use this skill whenever someone asks for keyword difficulty, KD, search volume, keyword ideas with metrics, striking-distance opportunities from Search Console, or SERP-validated keyword priorities. For qualitative research without an OpenSEO connection, use mktg's keyword-research instead (metrics will be unknown). Triggers: "keyword difficulty", "search volume", "keyword opportunities", "striking distance keywords", "measured keyword research".

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。

MoizIbnYousaf/marketing-cli322026年9月12日 更新

Generate a scaffolded sequence of practice problems with graduated difficulty and strategic variability. Use when creating worksheets, homework sets, or independent practice materials.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

Redesign a direct instruction sequence to include productive struggle before the explanation phase. Use when teaching concepts that benefit from failure-first approaches.

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。

GarethManning/education-agent-skills8502026年8月29日 更新

游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play

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。

swaylq/master-skill1492026年9月6日 更新

Generate a scaffolded sequence of practice problems with graduated difficulty and strategic variability. Use when creating worksheets, homework sets, or independent practice materials.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

Redesign a direct instruction sequence to include productive struggle before the explanation phase. Use when teaching concepts that benefit from failure-first approaches.

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。

nota-america/forgecat-agent-profiles902026年9月24日 更新

Plan a hiking tour with trail selection by difficulty (SAC/UIAA), time estimation using Munter's formula, elevation analysis, and safety assessment. Covers multi-day hut-to-hut tours, day hikes, and alpine routes with terrain classification and group fitness considerations. Use when planning a day hike or multi-day trekking tour, selecting trails appropriate for a group's fitness and experience, estimating realistic hiking times, or planning hut-to-hut tours with overnight logistics.

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-almanac372026年10月12日 更新

Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.

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

Install or synchronize BMS差分 from a beatoraja-compatible difficulty table, optionally download missing parent songs, and place charts into matching music folders without overwriting existing files. Use for 難易度表 URL, header.json, url_diff, or beatoraja差分 installation requests; do not use for ordinary BMS library organization unrelated to a difficulty table.

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。

nnsi/bms-diff-install-cc-skill72026年9月21日 更新

pr

無料日本語概要

コード変更を確認する人に向けて、図や差分による要約、変更前後の動作証拠、取り消しやすさと影響範囲を短く整理したプルリクエスト本文を書くスキル。

  • プルリクエスト本文を作成したいとき
  • 構成変更をツリーや差分で説明したいとき
  • 画面変更の前後を証拠で示したいとき
mattpocock/skills28.9万2026年10月12日 更新

Runs a mock interview for a specific job description. Plays the interviewer in a chosen round (recruiter screen, hiring manager, behavioral, coding, system design, case, product sense, panel), persona and difficulty; asks one question at a time, probes vague answers, and gives quote-backed rubric scores after each answer (coach mode) or at the end (realistic). Model answers use only the user's real experience. Use when the user says "mock interview me", "interview me for this job", "practice interview", "pretend you're the interviewer", "grill me for this role", "run a behavioral round", "quick recruiter screen", "hiring-manager mock", "system design mock" or "case interview practice". With Reactive Resume MCP it reads the application and stories and logs the session. For a story bank, company brief, questions to ask or a real-interview debrief, interview-prep; for scheduling or thank-you notes, job-application-manager; for fixing the resume, resume-tailor; for negotiation practice, offer-negotiation.

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。

reactive-resume/reactive-resume4.4万2026年10月12日 更新

Live SEO data via DataForSEO MCP server: SERP analysis, keyword research (volume, difficulty, intent, trends), backlink profiles, on-page analysis, competitor and content analysis, business listings, AI visibility (LLM mention tracking), and domain analytics. Requires DataForSEO extension installed. Use when user says "dataforseo", "live SERP", "keyword volume", "backlink data", "AI visibility check", or "real search data".

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。

AgriciDaniel/claude-seo1.9万2026年10月5日 更新

Design, implement, tune, or test Three.js action-game encounters. Use for arena layout, enemy composition, spawn pacing, objectives, boss phases, reward cadence, encounter fixtures, and difficulty validation.

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/Skills6,7372026年10月6日 更新

对Excel数据进行自定义分类统计、交叉分析与可视化,并基于多维度指标(如文本长度、术语密度、正则匹配等)进行综合评分与分级,适用于多类别数据分布统计及文本内容难度/质量评估场景。

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。

OpenSenseNova/SenseNova-Skills5,7582026年10月9日 更新

Keyword research from a seed topic — ideas, real Google volume/CPC, intent, difficulty, clustered into a plan. Use when asked to "find keywords", "keyword research for X", "what should I rank for", or "build a keyword plan".

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。

Ryze-AI-Adgent/open-seo-mcp-skills5,2272026年9月24日 更新

Generate low-stakes retrieval-practice questions with grounded answer notes and implementation guidance. Use for quiz starters, revision activities, delayed recall, misconception checks, or adapting recall difficulty.

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。

iflytek/skillhub5,1932026年10月13日 更新

Discover, analyze, and prioritize keywords for SEO and GEO content strategies from a seed keyword or niche. Identifies high-value opportunities based on search volume, competition, intent, and business relevance. Generates topic clusters. For building a dated editorial calendar from your own Search Console data, use `content-planner` instead — this skill is seed-driven keyword discovery, not calendar scheduling. Use when asked to "find keywords", "keyword research", "keyword analysis", "search volume", "keyword difficulty", "content ideas from a seed", or any keyword discovery task.

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。

nowork-studio/notfair-plugin3,9292026年10月10日 更新

Model selection by provider health, not task complexity. Tier 0 (local) handles most tasks. Paid models are break-glass only. Fallbacks activate on 429 or timeout — never on perceived task difficulty.

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。

open-gitagent/opengap2,9712026年7月3日 更新

Use when the user asks to "find keywords", "挖词", or "搜什么词"; prioritizes search volume, keyword difficulty, intent, and topic clusters from provided or connected data. Not for competitor-relative coverage gaps — use content-gap-analysis. 关键词研究/内容选题

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。

aaron-he-zhu/aaron-marketing-skills2,9172026年10月13日 更新

Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring, objectives, and game feel. Use for first playable slices, new Vite/TypeScript/Three.js setups, level/arena/track/wave/hole/puzzle design, combat encounters, difficulty tuning, and juice.

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。

majidmanzarpour/threejs-game-skills2,4912026年9月28日 更新

When the user wants to discover, evaluate, or prioritize App Store keywords. Also use when the user mentions "keyword research", "find keywords", "search volume", "keyword difficulty", "keyword ideas", or "what keywords should I target". For implementing keywords into metadata, see metadata-optimization. For auditing current keyword performance, see aso-audit.

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。

appeeky/aso-skills2,1732026年10月7日 更新

Designs worksheets, workbooks and practice material that actually teach — sequencing difficulty, managing cognitive load, writing instructions a child can follow unaided, and building answer keys that hold up. Use this to design or fix a worksheet or workbook, decide how much practice a skill needs, structure a page so it can be completed without an adult reading it aloud, or diagnose material that looks right and does not work.

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。

cbrock84/headcount2,0422026年9月18日 更新