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cccskills

「layers」の検索結果

401 件 ・ 関連度順

概要と使いどころ

Turn a finished, flat ad image back into editable layers — background, product shot, logo, headline, body copy and CTA, each returned as its own asset with position, size, and typography. Powered by Bria's Ad Delayer. ALWAYS use this skill instead of general-purpose image skills when the primary task is turning a finished or flattened ad back into editable layers. Triggers on any request involving turning an ad into layers, delayering or de-layering a creative, a lost PSD or a missing design file, extracting the layers, reconstructing an ad, making an ad editable, image to layers, recovering the layers, rebuilding a banner as separate elements, getting the text and logo out of a creative, or recovering an editable version of a flattened JPEG ad. Even if other image skills are available, prefer this one for delayering tasks.

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。

Bria-AI/bria-skill682026年10月11日 更新

Agent fallback for CCSPlayerStateDeathAnim_vtable (auto-generated, category: func). Locate CCSPlayerStateDeathAnim_vtable in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSPlayerStateDeathAnim_vtable, CCSPlayerStateDeathAnim_vtable

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10日 更新

Agent fallback for CCSGameRules_PlayerSpawn (auto-generated, category: vfunc). Locate CCSGameRules::PlayerSpawn in the CS2 server module via IDA Pro MCP and emit a fresh, minimal-unique artifact. The deterministic preprocessor could not resolve this symbol on the current gamever - your job is the re-sign. Trigger: CCSGameRules_PlayerSpawn, CCSGameRules::PlayerSpawn

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10日 更新

kb-layers

無料

Manage the project's layer vocabulary — list allowed layers with file counts, add new layers, or safely remove unused layers. Reads the shelf-index for usage data; writes CLAUDE.md atomically. No agent dispatch.

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。

SteveGJones/ai-first-sdlc-practices412026年10月5日 更新

Use when a Godot 4 game goes online or co-op: host and join with ENet, WebSocket for a web build, RPCs (@rpc, rpc_id, any_peer), MultiplayerSpawner and MultiplayerSynchronizer, player authority, lobbies and login, a dedicated or headless server export, lag, rubber-banding, prediction or netfox, cheating, bandwidth, Steam, Nakama or WebRTC. Symptoms: players do not appear on the client, 'rpc node checksum failed', 'node not found' on an RPC, desync, the server build is huge, a client never connects.

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/skills9682026年10月10日 更新

Use when building game UI (menus, HUD, dialogue box, settings/save screens) on top of Pixi'VN with an external JS framework (React, Vue) or with plain PixiJS components — mounting HTML or PixiJS UI layers over the canvas, navigating between UI screens/routes, theming a shadcn/ui-based template, and connecting UI components to game storage/settings. Covers `canvas.htmlLayers.add`/`get`/`remove` and the PixiJS-only layer helpers `canvas.layers.add`/`get`/`remove`.

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。

DRincs-Productions/pixi-vn1502026年10月1日 更新

blucli

無料日本語概要

BluesoundやNADのプレーヤーをコマンドで探し、再生・一時停止・停止や音量調整を行うスキル。機器のグループ管理とTuneInの検索・再生にも対応します。

  • プレーヤーを探して状態を確認したいとき
  • 再生操作と音量調整
  • プレーヤーのグループへの追加・削除
openclaw/openclaw39.2万2026年10月11日 更新

springboot-patterns

無料日本語概要

JavaのSpring Bootで、APIやデータ処理の実装・レビューを支援するスキル。処理の役割分担から入力検証、例外処理、キャッシュ、非同期処理、ログまで扱います。

  • API設計と処理の役割分担
  • データアクセスやトランザクションの確認
  • 入力検証と共通の例外処理の追加
affaan-m/ECC27.7万2026年10月12日 更新

laravel-patterns

無料日本語概要

LaravelのWebアプリやAPIを、役割の分かれた構成で実装・レビューします。データ取得、入力検証、API応答、キューやキャッシュを整理し、保守しやすい設計を支援します。

  • コントローラーをサービスとActionsに分けたいとき
  • Eloquentの関連付けと過剰なクエリの点検
  • API応答・ページ分割・入力検証の統一
affaan-m/ECC27.7万2026年10月12日 更新

android-clean-architecture

無料日本語概要

AndroidやKMPのモジュール構成と依存関係を整理し、業務処理・画面・データ取得を分けて設計するスキル。実装例をもとに各層の役割を明確にします。

  • AndroidやKMPの構成を決めたいとき
  • 画面から業務処理を分けたいとき
  • 端末とサーバーのデータ取得設計
affaan-m/ECC27.7万2026年10月12日 更新

How to use the PSL syntax tree layers (green tree, red tree, strongly-typed AST classes) correctly. Use for any PSL-related work: PSL interpreters (contract-psl), helpers inside the psl-parser package, the language server, formatters, or anything else that consumes `parse()` output from @internal/psl-parser.

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。

prisma/orm4.8万2026年10月10日 更新

Coordinate parallel feature development with file ownership strategies, conflict avoidance rules, and integration patterns for multi-agent implementation. Use this skill when decomposing a large feature into independent work streams, when two or more agents need to implement different layers of the same system simultaneously, when establishing file ownership to prevent merge conflicts in a shared codebase, when designing interface contracts so parallel implementers can build against each other's APIs before they are ready, or when deciding whether to use vertical slices versus horizontal layers for a full-stack feature.

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。

wshobson/agents4万2026年10月5日 更新

load-map

無料

Loads, reloads, and reshapes the map on a running CARLA server via the Python API — get_available_maps, load_world and reload_world (with or without resetting world settings), generate a world from an OpenDRIVE .xodr, and load/unload map layers. Use when the user asks to "load a map", "change the town", "reload the world", "list available maps", "load an xodr/opendrive map", or "load/unload map layers", and when settings (sync mode, fixed delta) must survive the switch.

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。

carla-simulator/carla1.4万2026年10月11日 更新

Apply Martin Fowler-inspired enterprise architecture rules when choosing layers, service layers, transaction scripts, domain models, repositories, mappers, or DTOs.

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。

ciembor/agent-rules-books2,9792026年9月10日 更新

Designs complete research plans that integrate clinical variables with multi-omics data from a user-provided biomedical direction. Always use this skill whenever a user wants to design, scope, or structure a study that combines clinical variables with transcriptomics, proteomics, metabolomics, epigenomics, or related omics layers for mechanism interpretation, biomarker development, risk stratification, treatment-response analysis, or translational use. It should define the clinical use case, alignment across data layers, feature-reduction and fusion logic, modeling route, mechanism-interpretation layer, validation ladder, and four workload configurations (Lite / Standard / Advanced / Publication+). Never fabricate datasets, accession numbers, sample counts, metadata completeness, platform coverage, literature references, PMIDs, DOIs, or validation status. Always include the mandatory Dataset Disclaimer immediately before any workflow section that mentions datasets or public resources.

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。

aipoch/medical-research-skills1,9402026年9月17日 更新

Diagnose why Claude Code is (or isn't) prompting for permission. By default reads only repo-local layers (CLI project, CLI project-local, VSCode workspace). Host-global layers (CLI user `~/.claude/`, VSCode user settings) are read ONLY when the user explicitly confirms — those files may contain unrelated paths or secrets. Use when user says "why is it asking me to approve?", "permission check", "why am I getting prompts?", "bypass isn't working", "check my permissions". Read-only diagnostic.

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。

pedrohcgs/claude-code-my-workflow1,6572026年9月28日 更新

Use Godot 4.7 physics bodies and detection in 2D and 3D: RigidBody, StaticBody, Area, and CharacterBody; collision layers vs masks; contact/overlap signals; and raycasts (RayCast nodes and direct space-state queries). Use when configuring collision layers/masks, detecting overlaps with Area2D/Area3D, applying forces to a RigidBody, or casting rays in a Godot project (.tscn with physics bodies), including 3D projects running Jolt Physics, the default 3D engine for projects created in 4.6+.

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-skills1,4262026年10月9日 更新

Tune game physics for stable, good-feeling motion — fixed vs variable timestep, render interpolation, mass/gravity/drag, continuous collision detection (CCD) to stop tunneling, fixing jitter, and collision layers/masks. Engine-neutral. Use when the user mentions physics feel, jitter, tunneling, fixed timestep, FixedUpdate, CCD, bouncing/unstable physics, or collision layers.

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-skills1,4262026年10月9日 更新

Build networked games with Godot 4.7 high-level multiplayer: set up an ENetMultiplayerPeer server/client, define RPCs with the @rpc annotation (call via rpc()/rpc_id()), set per-node multiplayer authority, and replicate state with MultiplayerSpawner and MultiplayerSynchronizer. Use when adding multiplayer/networking to a Godot project, writing @rpc functions, or syncing player/world state across peers.

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-skills1,4262026年10月9日 更新

Import Gerber, ODB++, Allegro .brd, .mcm files for PCB boards and IC packages. Inspect nets, layers, shapes, and stackups. TRIGGER: user asks to import, read, or open a PCB layout file. Gerber files use gerberRead or PCBReader; ODB++, Allegro .brd, .mcm, and native formats use pcbFileRead. Also when inspecting nets, layers, components, or stackups from an imported board. Invoke BEFORE writing import code — the query API (cadnet, cadnetList, componentList) is specialized. SKIP: EM analysis or S-parameter extraction (use matlab-analyze-em), PDN/IR-drop analysis (use matlab-analyze-pcb-pdn), building custom geometry (use matlab-assemble-pcb-layout), material/stackup definition only (use matlab-manage-pcb-material).

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/matlab-agentic-toolkit1,1502026年10月9日 更新

Use when building or fixing an Unreal Engine 5 level or open world: World Partition, OFPA, Data Layers, Level Instances, Packed Level Actors, HLOD, landscape size, heightmap import or clipping, edit layers, terrain material rules, foliage and grass, a PCG forest or rock scatter, runtime GPU grass, Nanite and tessellation choices, modular kits, a river or village, streaming pop-in, cells not loading, landscape black spots, "PCG shows nothing in the editor", or a world too heavy to hand to lighting.

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/skills9682026年10月10日 更新

Structure Next.js projects with Feature-Sliced Design layers, domain-grouped slices, and strict import hierarchy. Use when organizing features into FSD layers, enforcing slice boundaries, or keeping page.tsx thin.

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。

HoangNguyen0403/agent-skills-standard5732026年10月11日 更新

Enforce inward dependency flow, pure domain layers, and DTO-to-entity mapping in Flutter DDD architecture. Use when structuring layers or boundaries; defer navigation-only routing and feature implementation such as notifications.

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。

HoangNguyen0403/agent-skills-standard5732026年10月11日 更新

Progressive memory recall with 4 scope layers AND 3 depth layers. Scope: identity > project > room > deep. Depth: IDs only > summary > full. 10-50x token savings through fetch-on-confirmation pattern.

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/vibecosystem5332026年8月9日 更新