Audits shell scripts for correctness, portability, and common pitfalls. Use when reviewing shell scripts or before committing shell changes.
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。
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概要と使いどころ
Audits shell scripts for correctness, portability, and common pitfalls. Use when reviewing shell scripts or before committing shell changes.
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。
Use claudraband CLI to control Claude Code sessions programmatically. Use when running, scripting, or automating Claude Code via the claudraband CLI — sending prompts, listing/resuming sessions, or working in interactive REPL mode. Triggers on any mention of claudraband, claudraband-cli, npx claudraband, bunx claudraband, or automating Claude Code sessions. Used when you need to ask yourself (Claude) a question
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。
Use claudraband CLI and daemon workflows programmatically to send prompts, resume sessions, inspect status, and manage live session state. Use when running, scripting, or automating Claude Code via claudraband/`cband`, including startup prompt handling, `--connect` daemon mode, and ACP sessions.
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。
Bun shell scripting with Bun.$, Bun.spawn, subprocess management. Use for shell commands, template literals, or command 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。
Automate repetitive tasks and workflows using scripting, file watchers, scheduled jobs, CI triggers, and API polling to eliminate manual toil. Use when the user requests task automation or provides relevant inputs for this workflow.
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。
Provider-independent production workflow for AI agents creating educational animated lessons, classroom explainers, STEM visualizations, history/social-science animations, training modules, microlearning clips, whiteboard-style explainers, diagram-driven videos, and generated or assembled instructional animation assets. Use when planning, scripting, storyboarding, generating, reviewing, localizing, or QAing animation whose primary purpose is learning.
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。
Provider-independent workflow for producing terminal, IDE, documentation, browser, desktop, and application demonstration videos. Use when choosing authentic capture, browser automation, synthetic UI, or hybrid treatment; scripting actions and narration; resetting demo state; protecting secrets and personal data; directing cursor/callouts; creating crop variants; and reviewing workflow truth, readability, accessibility, and provenance.
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。
Provider-independent production workflow for AI agents creating game trailers and promos, including announcement, gameplay, launch, DLC/update, store-page videos, social cutdowns, and generated/engine-capture hybrid trailers. Use when planning, scripting, capturing, generating, editing, localizing, reviewing, or QAing game marketing videos where gameplay truthfulness, platform/store constraints, ratings, accessibility, claims, CTA metadata, and rights provenance matter.
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。
Provider-independent production workflow for AI agents creating brand launch films, product reveal videos, manifesto films, campaign hero films, website hero videos, investor/customer launch assets, and social cutdowns. Use when planning, scripting, generating, editing, reviewing, or delivering launch films that must align strategy, claims, brand voice, visual direction, product proof, accessibility, compliance, and multi-platform delivery.
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。
Expert knowledge for environment art in games - modular design, visual hierarchy, color scripting, environmental storytelling, optimization, and world-building. From blockout to final art pass, creating immersive, performant, and readable spaces. Use when "environment art, level art, world art, modular kit, kit-bashing, set dressing, prop placement, biome design, visual hierarchy, color script, hero prop, trim sheet, environment composition, skybox, atmosphere, environment, level-art, world-building, modular, kit-bashing, set-dressing, visual-design, game-art, composition, optimization" 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。
Automate Blender rendering from the command line. Use when the user wants to set up renders, batch render scenes, configure Cycles or EEVEE, set up cameras and lights, render animations, create materials and shaders, or build a render pipeline with Blender Python scripting.
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。
Write and run Blender Python scripts for 3D automation and procedural modeling. Use when the user wants to automate Blender tasks, create 3D models from code, run headless scripts, manipulate scenes, batch process .blend files, build geometry with bmesh, apply modifiers, generate procedural shapes, or import/export 3D models using the bpy 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。
Automate Adobe After Effects workflows. Use when a user asks to script After Effects with ExtendScript or CEP, batch render compositions, automate motion graphics templates (MOGRTs), build render pipelines with aerender, create expressions for animations, manage project files programmatically, automate text and image replacements in templates, build data-driven motion graphics, integrate After Effects with CI/CD, or control AE via command line. Covers ExtendScript, CEP panels, expressions, aerender CLI, and template 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。
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。
When the user wants help creating, scheduling, or optimizing social media content for LinkedIn, Twitter/X, Instagram, TikTok, Facebook, or other platforms. Also use when the user mentions 'LinkedIn post,' 'Twitter thread,' 'social media,' 'content calendar,' 'social scheduling,' 'engagement,' 'viral content,' 'what should I post,' 'repurpose this content,' 'tweet ideas,' 'LinkedIn carousel,' 'social media strategy,' 'grow my following,' 'TikTok video,' 'Reels,' 'Shorts,' 'video script,' 'video hook,' 'short-form video,' or 'create a reel.' Use this for social media content creation, repurposing, scheduling, and short-form video scripting. For broader content strategy, see content-strategy. For paid video ads, see ad-creative.
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。
Suede-owned marketing video planning and production discipline. Use when choosing a format, scripting, storyboarding, generating, editing, reverse-engineering pacing, building a repeatable video pipeline, or repurposing one source into multiple cuts. NOT FOR: deciding the social calendar (use suede-social), paid ad concepts (use suede-ad-creative), image-only assets (use suede-image), or publishing unapproved media.
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。
Provisions and manages Neo4j Aura instances via CLI (aura-cli v1.7+) or REST API. Use when creating, pausing, resuming, resizing, or deleting AuraDB Free/Professional/Business Critical/VDC instances; downloading credentials; scripting CI/CD pipelines; polling async status; or using the Terraform neo4j-labs/neo4jaura provider. Covers auth setup (client credentials OAuth2), credential lifecycle (download once — never recoverable), instance type selection, region codes, and Python provisioning scripts. Does NOT handle Cypher queries — use neo4j-cypher-skill. Does NOT cover Graph Data Science algorithms — use neo4j-gds-skill or neo4j-aura-graph-analytics-skill. Does NOT cover neo4j-admin/cypher-shell — use neo4j-cli-tools-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。
Use when working with Neo4j command-line tools — neo4j-cli (modern unified CLI — Cypher via Bolt, schema inspection, Aura management, Docker containers, credential management, agent skill catalog install; install with curl -sSfL https://neo4j.sh/install.sh | bash), neo4j-admin (backup, restore, import, memory sizing), cypher-shell (ad-hoc queries, scripting, CI/CD), or neo4j-mcp (quick MCP server install). Does NOT cover Cypher query authoring — use neo4j-cypher-skill. Does NOT cover driver upgrades — use neo4j-migration-skill. Does NOT cover full MCP editor configuration — use neo4j-mcp-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。
Windows 11 system administration with PowerShell — system info reporting, hardware monitoring, package management (winget/scoop), disk cleanup, performance optimization, environment configuration, PowerShell profile setup with aliases and autocomplete, and Task Scheduler automation. Use when user asks to check system info, install tools on Windows, clean up disk space, set up PowerShell profile, or automate Windows tasks. Do NOT use for Linux administration, cross-platform scripting, or network infrastructure management.
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。
Automates Metabase cards, dashboards, Remote Sync, embedding, tenants, and the Agent API/MCP server for AI workflows. Use when scripting, promoting, or embedding Metabase content.
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。
When the user wants help creating, scheduling, or optimizing social media content for LinkedIn, Twitter/X, Instagram, TikTok, Facebook, or other platforms, or wants to do social listening and engagement triage. Also use when the user mentions 'LinkedIn post,' 'Twitter thread,' 'social media,' 'content calendar,' 'social scheduling,' 'engagement,' 'viral content,' 'what should I post,' 'repurpose this content,' 'tweet ideas,' 'LinkedIn carousel,' 'social media strategy,' 'grow my following,' 'TikTok video,' 'Reels,' 'Shorts,' 'video script,' 'video hook,' 'short-form video,' 'create a reel,' 'social listening,' 'brand mentions,' 'competitor monitoring,' 'top posts to comment on,' or 'find people asking for.' Use this for social media content creation, repurposing, scheduling, short-form video scripting, and social listening. For broader content strategy, see content-strategy. For paid ads, see ad-creative. For earned media, see public-relations.
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。
Developing with Zotero: Web API v3 (read/write, file upload, sync, OAuth, item types/fields), the desktop client's JS API, plugin development (7-10), translators (web/import/export/search), and CSL/citeproc-js styles. Use when scripting Zotero or building or debugging a plugin, translator, or citation style.
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。
Create a custom script handler for an unsupported scripting language
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。
Build a weekly TikTok posting plan from a niche, audience, and content pillars. Produces per-day picks (hook formula, angle, sound, video length, goal, posting time), a hook-batching schedule so you film several openers in one session, a sound shortlist with the trend window, and a completion-rate goal check. Use for a repeatable posting rhythm instead of ad-hoc videos. Not for scripting one hook (use tt-hook-scripter) or one caption (use tt-caption-writer).
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。