Use when a user says "summarise ecosystem results", "summarize this ty ecosystem report", "what changed in this ecosystem run?", or asks to summarise or summarize ty ecosystem results for a Ruff PR from a PR number, PR URL, GitHub ecosystem-results comment, or detailed HTML report.
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。
modem-dev/ossrules☆ 602026年9月21日 更新
Ultimate Design System Intelligence. Manage, extract, replicate, and improve UI design systems. Extracts design tokens visually from existing sites (Harvester v5), manages multi-page tokens, and utilizes MCP servers like Google Stitch and Pencil.dev to generate complete, consistent design systems (Shadcn UI, Halo, Lunaris, Nitro). Use when the user asks to "extract design from a URL", "create a Shadcn design system", "analyze design tokens", "build a design system for", or "copy the UI style of".
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。
tody-agent/codymaster☆ 532026年8月26日 更新
"Apply Sociotechnical Systems Theory to analyze and design work systems through joint optimization of social and technical subsystems. Use this skill when the user needs to diagnose why a technology implementation disrupted work practices, design IT-enabled work systems that balance human and technical needs, or when they ask 'why did this system hurt productivity despite being technically sound', 'how do we design work around new technology', or 'why are people resisting this technically superior system'.".
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。
charlieviettq/awesome-agent-skill☆ 262026年7月20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-os☆ 172026年7月17日 更新
Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.
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-os☆ 172026年7月17日 更新
Knowledge base from the NASA Systems Modeling Handbook for Systems Engineering (NASA-HDBK-1009A Rev A, 2025). Use for model-based systems engineering (MBSE) wired into NASA's NPR 7123.1 SE processes: the three aspects of MBSE (language / methodology / framework), the NASA SE Engine and its two OOSEM-derived steps (Model Planning, Setting Up the Model), the Modeling Plan as a SEMP subset, the tool-agnostic NASA SE metamodel of elements and relationships across the four SysML pillars (structure / behavior / requirements / parametrics), worked SysML diagrams and tables for stakeholders, requirements, structure and V&V, generating SE work products (ConOps, MOE, MOP, TPM, V&V), the MBSE Grid framework, alternative modeling approaches (PBR, Scenario, System Specification, Verification), and the ConOps model-content template. Scope is bounded to four common technical processes (Stakeholder Expectation Definition, Technical Requirements Definition, Product Verification, Product Validation). Does NOT teach SysML itself, mandate a tool, define NPR 7123.1 processes, cover technical-management processes 10-17, or reproduce the OMG SysML specification.
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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Knowledge base from the FAA Systems Engineering Manual (SEM) v1.0.1. Use for civil-agency systems engineering as the FAA practices it inside the Acquisition Management System (AMS) and the National Airspace System (NAS): the five-phase AMS lifecycle and its decision points; operational concept development and implementation-free functional analysis (ConOps, FFBD/N², CMLs); requirements analysis and architectural design synthesis (PRS→MRS, the PRD ratchet pPRD→iPRD→fPRD, RAM, ISEF/DoDAF views, CPRs); the seven technical management disciplines (Integrated Technical Management/SEMP, Interface Management/IRD-ICD, Risk-Issue-Opportunity, Configuration Management, SE Information Management, Decision Analysis, Verification & Validation); and the specialty disciplines (RMA via Service Threads/STLSC, Life Cycle Engineering, E3/Spectrum, Human Factors, Information Security via the NIST RMF, System Safety via the SMS, and Hazardous Materials/Environmental/EOSH). Scope limits: this is FAA-specific guidance, not policy — it is a tailorable menu that points outward to companion handbooks (FAA-HDBK-006A for RMA, the SMS Manual, the NIST 800-series) rather than restating generic SE theory; it is thin on detailed cost estimating, contracting/FAR law, software-development methodology, named anti-pattern catalogues, and any non-FAA or non-civil-aviation lifecycle. Source has no page numbers in the extracted text (~360 pp.).
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。
jgsystemsconsulting/jgs-se-knowledge-packs☆ 82026年10月9日 更新
Master orchestrator for the 5-step productivity system. Runs the full audit-architect-analyst-refinery-compounder loop or individual steps. Use when: (1) "run the full loop", "start the system", "architect system", (2) "run step N", "run audit", "run architect", (3) "what step am I on?", "system status", "where am I in the loop?", (4) "continue", "resume", "next step". Manages state, sequencing, and skill chaining across all 5 steps.
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。
vxcozy/architect-system☆ 52026年2月13日 更新
Examine Linux system artifacts (auth logs, cron/systemd persistence, shell history, SSH keys, and system configuration) to uncover evidence of compromise, detect rootkits or backdoors, and reconstruct user/attacker activity. Use when investigating a compromised Linux server or workstation, hunting for persistence mechanisms, or scoping a Linux-based breach during incident response.
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。
mukul975/Anthropic-Cybersecurity-Skills☆ 3.4万2026年8月31日 更新
macOS system performance diagnostics — see how the machine is running and what's slowing it down: CPU/GPU/memory/energy hogs, thermal throttling, memory and swap pressure, disk usage, Spotlight indexing, launchd/startup load, via a deterministic read-only CLI with known-process interpretation (kernel_task, WindowServer, mds_stores). USE WHEN mac slow, system slow, what's slowing down my mac, computer is slow, what's eating CPU, CPU usage, GPU usage, what's using the GPU, memory pressure, RAM usage, swap, runaway process, fans loud, mac running hot, thermal throttling, system health, check my mac, how's my system running, top processes, energy hogs, activity monitor, startup items, launch agents load, system taxed. NOT FOR network/wifi diagnostics, website or deployed-app health monitoring, or security scanning.
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。
danielmiessler/LifeOS☆ 1.9万2026年9月4日 更新
Systematic Review Pipeline Orchestrator - Coordinates systematic literature review automation Manages the complete 7-stage PRISMA 2020 pipeline from research question to RAG system Delegates to specialized agents (I1, I2, I3) while enforcing human checkpoints Use when: conducting systematic reviews, building knowledge repositories, PRISMA automation Triggers: systematic review, PRISMA, literature review automation
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。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,5902026年10月5日 更新
Create adoption strategy and enablement materials to drive design system usage. Use when the system exists but teams ignore it. For contribution and versioning rules, use `design-system-governance` (design-systems).
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。
Owl-Listener/designer-skills☆ 2,8942026年9月6日 更新
Build production-ready systems with stability patterns: circuit breakers, bulkheads, timeouts, and retry logic. Use when the user mentions "production outage", "circuit breaker", "deployment pipeline", "chaos engineering", "retry storm", "health checks", "my service keeps crashing", "prevent cascading failures", or "make it resilient". Also trigger when designing resilient microservices, planning zero-downtime deployments, or capacity-planning for peak load. Covers stability patterns, capacity planning, deploy/release decoupling, and observability. For data systems, see ddia-systems. For system architecture, see system-design.
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。
wondelai/skills☆ 2,3872026年9月11日 更新
Design data systems by understanding storage engines, replication, partitioning, transactions, and consistency models. Use when the user mentions "database choice", "which database should I use", "SQL or NoSQL", "replication lag", "partitioning strategy", "consistency vs availability", "stream processing", "ACID transactions", "eventual consistency", "my queries are slow at scale", or "data is inconsistent across replicas". Also trigger when choosing a datastore, designing data pipelines, or debugging distributed-system consistency issues. Covers data models, batch/stream processing, and distributed consensus. For system design, see system-design. For resilience, see release-it.
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。
wondelai/skills☆ 2,3872026年9月11日 更新
Atlas turns your STATED NEED into a real systems atlas by SCANNING your actual sources (Azure via `az`, git repos, local dirs) and process/data mining them, THEN enriching against the Atlas knowledge graph. Use this skill when asked to inventory/map your real systems, scan your cloud + repos + directories, mine the real processes or data they contain, or collect their real constraints/gotchas. (atlas, scan my systems, inventory our azure account, map my repos, real systems atlas, process mining, data mining, collect nuances, system discovery)
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。
a5c-ai/babysitter☆ 1,8412026年9月17日 更新
dontbesilent 内容结构化系统。把本地大量文稿、推文、选题、案例和课程稿搭成一个可持续生长的内容结构化工程:先审计内容规模与边界,再建立新工程、复制素材、抽取内容单元、生成主题地图与选题装配稿。 触发方式:/dbs-content-system、/内容结构化系统、「把我的内容做成结构化系统」「把本地素材变成可重组系统」「帮我搭内容资产工程」「我想把旧内容变成可复用资产」 Content structuring system. Audits local content volume, then builds a reusable content knowledge project with units, topic maps, and assembly drafts. Trigger: /dbs-content-system, "build a content structuring system", "turn my archive into reusable assets"
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。
Pluviobyte/rnskill☆ 1,6422026年9月21日 更新
Map this token system to or from any external design system (Material Design 3, Apple HIG, Fluent, Carbon, Ant, shadcn/ui, Radix, Chakra, Mantine, Bootstrap…) — adopt their look, build on their stack, or migrate between systems. Use when the user mentions interop, migration, or a specific design-system/component-library bridge.
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。
plugin87/ux-ui-agent-skills☆ 1,5822026年10月11日 更新
Structure a Bevy app around its Entity Component System: build the App with plugins, define Component/Resource types, write systems with Query/Res/Commands, filter and order systems, and use the Time resource for frame-rate-independent motion. Use when building or debugging a Bevy game in Rust — when the user mentions Bevy, ECS, App::new, add_systems, Query, Commands, components/systems, or a Cargo.toml depending on bevy.
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。
gamedev-skills/awesome-gamedev-agent-skills☆ 1,4452026年10月9日 更新
Use when framing the system and describing the model for an Agricultural Systems (AgSy) manuscript — defining system boundaries, components, hierarchical levels, and feedbacks, then choosing, describing, and calibrating the model (process/simulation, whole-farm, bio-economic, agent-based, or integrated assessment). This is the distinctive core of an AgSy paper. Structures the model and system; it does not run code for you.
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。
brycewang-stanford/Awesome-Journal-Skills☆ 1,2422026年9月27日 更新
Extract a complete design system from an existing website or screenshot into a DESIGN.md file. Analyses colours, typography, component styles, spacing, and atmosphere through browser automation and HTML inspection. Produces a semantic design system document optimised for consistent page generation. Triggers: 'extract design system', 'design system', 'create DESIGN.md', 'analyse the design', 'what design does this site use', 'extract styles from', 'reverse engineer the design'.
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。
jezweb/claude-skills☆ 1,0582026年10月9日 更新
Determines whether a technology qualifies as an AI system under Art. 3(1) of the EU AI Act and classifies its risk tier (prohibited, high-risk, GPAI with systemic risk, limited risk, minimal risk). This skill should be used when the user asks to "classify an AI system under the AI Act", "determine the AI Act risk tier", "check if something is an AI system", "assess prohibited practices", "check high-risk classification", "determine Art. 6 exception applicability", or mentions "KI-Verordnung", "Risikoklassifizierung", Art. 5, Annex III, or GPAI systemic risk.
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☆ 8562026年10月3日 更新
Extract design tokens, text styles, and variables from a Figma design system and produce a design-tokens.json plus ready-to-use QML singletons. Use this skill whenever someone wants to pull their design system out of Figma — whether they say "export tokens from Figma", "get design tokens", "set up my design system", "read our Figma design system", "get Figma variables into QML", "pull our color palette from Figma", "import design tokens", "extract colors/typography/spacing from Figma", or similar. Trigger this skill at the start of any design-system workflow that involves a Figma source.
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。
TheQtCompanyRnD/agent-skills☆ 4742026年10月8日 更新
Use this skill when authoring reusable, idempotent MATLAB scripts that build System Composer architecture models via the architecture-modeling API — `systemcomposer.createModel`, `addComponent`, `addPort`, `setInterface`, `connect(srcPort, dstPort)`, interface dictionaries (.sldd) with `addInterface`/`addElement`, profiles/stereotypes with `Profile.createProfile` and `addStereotype`, or `systemcomposer.allocation.createAllocationSet`. Also trigger when debugging these APIs (connections that don't appear, interfaces that don't resolve, profile save errors, `createAllocationSet` signature-mismatch errors). Do NOT trigger for ad-hoc structural edits to an already-built model (adding one SubSystem, rewiring a port) — use `building-simulink-models` with `model_edit` for that.
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。
matlab/agent-skills-playground☆ 1842026年10月10日 更新
The craft of weaving story into interactive systems where the player is both audience and author. This skill covers the unique challenges of game narrative: branching structures that respect player agency, environmental storytelling that rewards exploration, dialogue systems that feel alive, and the delicate balance between authored experience and emergent narrative. Unlike linear media, games don't tell stories TO players - they create the conditions for stories to emerge WITH players. The narrative designer's job is to build the scaffolding that supports infinite player-authored moments while maintaining coherent themes and emotional arcs. This skill synthesizes lessons from Disco Elysium's internal monologue as gameplay, Hades' death-as-narrative-engine, interactive fiction's branching mastery (Inkle, Twine), and procedural narrative pioneers like Dwarf Fortress. It addresses ludonarrative harmony, bark systems, cinematics that respect agency, and the "and therefore" test that separates plot from story. Use when "narrative design, game story, game writing, dialogue system, branching narrative, player choice, environmental storytelling, bark system, quest design, lore delivery, ludonarrative, interactive fiction, inkle, twine, dialogue tree, player agency, cinematic design, voice direction, localization, procedural narrative, narrative, game-writing, dialogue, branching, player-agency, environmental-storytelling, quest-design, voice-acting, localization, interactive-fiction, procedural-narrative, ludonarrative" 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☆ 1642026年1月22日 更新