go
無料Compatibility entry for Visual Stack's former /vstack:go command. Runs the wireframe and UI review tool, now called review. Use only when the user invokes /vstack:go.
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。
Preview a signed-off design one release phase at a time — cut it down into a series of phase screens, each showing only what exists by that phase with the layout untouched, then put them on a scrubber you drag to watch the screen fill in release by release. Use when the user wants a Phase 1 / MVP version of an existing wireframe or mockup, phased or staged screens, a design sliced by release phase or story map, or wants to see what a screen looks like before later features land.
インストール方法を見るインストールする前に、エージェントに与えられる指示の中身を確認できます。
One design in, one screen per phase out. Each phase file shows everything available by that phase and nothing that isn't, in exactly the positions the approved design already put them — so a phase screen is the real build target for that release, not a redrawing of it. Nothing here is drawn: this is the approved design with the later releases taken out, which is why it can be checked mechanically rather than by eye.
base.html ──┬──► phase-1/base.html only what ships in phase 1
├──► phase-2/base.html phase 1 + phase 2
└──► phase-3/base.html phase 1 + 2 + 3 ( = the base, if phases cover it all )
Subtract only. Nothing is moved, resized, restyled or repositioned; nothing new is invented. That is the entire discipline of this skill, and §4 proves it mechanically rather than trusting the eye.
The base wireframe — one self-contained HTML file. If the user hasn't named one, ask; don't guess
among the files in design/. Never work from an already-phased file: every phase is cut from the
original.
The phases, and what belongs to each. In priority order:
*.json from /vstack:user-story-map) — phases[] gives the order and goals,
stories[] give what lands when. This is the best input; ask for one if a story map exists.If none of those exist, stop and ask — inventing a release plan is not this skill's job.
Open the base and inventory every element, component and interaction in it. Assign each one the earliest phase it exists in. Write that out and show the user before generating anything:
| Element | Earliest phase | Why |
|---|---|---|
| Candidate table + search | 1 | "Search candidates by name" |
| Bulk-select toolbar | 2 | "Move several candidates at once" |
| "Ask AI" button + drawer | 3 | "Summarise a candidate with AI" |
| Export button | — | not in any story — flag it |
This step is the one that makes the rest mechanical. Doing it up front means each phase is a lookup rather than a fresh judgement call, and it surfaces the two things worth a conversation:
Confirm the plan, then generate. If the user re-slices the story map afterwards, come back here.
For each phase 1, 2, 3 … in order, and only starting the next once the current one is written, checked and shown:
data-phase-skeleton, which is what lets §4 tell an allowed
placeholder apart from an invented element.Write each to <dir>/phase-<n>/<name>.html — the sibling layout /vstack:review and the
Cavalry design/ convention both expect — and suffix the <title> with — Phase <n> so the file
names itself wherever it's opened.
The last phase usually equals the base. When the plan leaves nothing to subtract, say so and point at the base file instead of writing a duplicate.
Before showing a phase, run it:
SKILL=<this skill dir>
node "$SKILL/assets/check-subtraction.mjs" --base design/app.html --phase design/phase-1/app.html
| Check | Fails when |
|---|---|
| css-untouched | any <style> block differs from the base — something was restyled |
| nothing-invented | an element isn't in the base, or appears more often than it does. data-phase-skeleton elements are exempt |
| nothing-moved | the surviving elements aren't in the base's relative order — something was moved, reparented or hoisted |
It prints how much was removed and exits non-zero on any violation. Fix the file and re-run until it passes — don't explain a failure away, and don't show the user a phase that hasn't passed. It doesn't read copy or data, so still diff the file yourself for changed text.
--json gives the same result as an object.
A phase file is a design the user should be able to argue with. Hand each one to
/vstack:review — it opens the page in the review workspace, takes comments straight on it,
and publishes the next version. Review phase N and settle it before generating phase N+1; a comment
on phase 1 usually changes the plan for every later phase.
Comments that amount to "this belongs in a different phase" are a §2 change, not an edit: update the plan, then regenerate the affected phases from the base.
Files one at a time answer "what does phase 2 look like?". The question people actually ask is "what does this screen become, release by release?" — which is one control:
SKILL=<this skill dir>
node "$SKILL/assets/phase-view.mjs" --dir design --name candidate-pipeline \
--labels phases.json # optional: { "1": { "label": …, "goal": … } }
It writes <name>-phases.html — one self-contained file, the review workspace running in phase
mode: same chrome, same browser window, the rail showing releases instead of versions. Drag along
it and the screen fills in. Highlight new outlines what the phase in view adds over the one
before it.
Give the labels if you have them — a story map's phases[] already carries the name and goal, and
P2 · Move people in bulk · a dozen at a time after a screening day says more than Phase 2.
The per-phase files stay the source of truth. They are what the build stages consume; this is a way of looking at them, generated from them, and safe to delete and rebuild.
It is view-only, and that is deliberate — no annotate, no comments, no Send. Moving a feature between phases is a re-slice of the story map, not an edit of this page, and nobody has designed what editing here would mean. A viewer that can't lie beats an editor that edits the wrong file. Review happens on the phase files themselves, through §5.
data-phase-skeleton is a real marker, not a comment. It stays in the file: it tells the
checker what to allow, and tells a reviewer that the empty frame is deliberate.No .vstack/pipeline.json? You're standalone — a base wireframe and a set of phases are all
this needs, and that is a first-class way to run it. Skip this section, and never create the state
file: only /vstack:start and /vstack:requirements bring a pipeline into being.
With a state file:
specs/story-map.json for the phases — their order, names and goals, and which stories
land when. artifacts.wireframes[] for the base page. While a story map exists it is the phase
truth; don't re-derive phases from anything else.artifacts.wireframes[].phases — the per-phase files, against the wireframe they were
cut from — plus stage: "phase-preview" and a history entry. The generated <name>-phases.html
(§6) is a view, not an artifact: don't record it, and don't let a later stage read it./vstack:phase-build plans and builds phase 1. Offer to run it; don't ask whether to
continue.まだレビューはありません。使ってみた感想をお寄せください。
概要と使いどころ
Compatibility entry for Visual Stack's former /vstack:go command. Runs the wireframe and UI review tool, now called review. Use only when the user invokes /vstack:go.
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 one release phase against the specs — plan it on an interactive board (endpoints, components, resources, with what already exists read from the codebase), let the user adjust, then build node by node while the board shows live progress. Use when the user wants to build a phase, implement the phase-1 slice, execute the plan from a story map or spec, or watch a build happen visually.
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。
Visual Stack's primary tool. Build a UI wireframe and open it in an interactive review workspace where the user comments directly on the page, turning those comments into the next iteration — or point the same workspace at an app that is already running and review the real thing. Use when the user wants a wireframe, UI mockup, screen design or prototype built; wants to review, annotate, mark up or comment on a page, a design, an existing UI, a running app or a website; wants to iterate on a UI; asks to use Visual Stack; or invokes $vstack:review, /vstack:review, or the older /vstack:wireframe.
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。
Turn a wireframe and everything already agreed into a written spec in traditional agile shape — an initiative broken into epics, epics into user stories with acceptance criteria, and themes as the labels that span them — presented as an interactive drill-down tree the user prunes, edits and annotates in the browser, with a plain-markdown spec generated from it. Use when the user wants a spec, an initiative or epic broken into user stories, acceptance criteria, to formalise what a wireframe or mockup does, or to review and edit a spec visually.
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。
Start a project on the Visual Stack — a multi-step setup form captures what's being built, recommends a stack, and either instantiates the vstack-template-base template, sets up a specs-and-design-only workspace, or records an existing codebase without touching it. Use when the user wants to start a new project, scaffold a repo, set up a codebase from the Cavalry template, pick a stack or add-ons, run Day-1 setup, or bring an existing app onto the visual stack.
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 an interactive, drag-and-drop user story map so the user can re-slice work across release phases. Use when the user wants a story map, a phased roadmap, release slicing, a backbone/activities journey map, or to decide "which stories go in which phase" and move them around.
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。