Skills
98,067 packaged capabilities and playbooks for agents. Install any of them with one command.
Development
Frontend development skill for React, Next.js, TypeScript, and Tailwind CSS applications. Use when building React components, optimizing Next.js performance, analyzing bundle sizes, scaffolding frontend projects, implementing accessibility, or reviewing frontend code quality.
Use when the user is calling or debugging Spree 6's REST API v3: the Store API (storefronts, mobile apps, customers), Admin API (integrations, back-office tools), or Seller API (marketplace sellers). Covers auth (publishable/secret keys, JWT audiences), scopes and permissions, prefixed IDs, the cart → order split, checkout `requirements[]`, order statuses, the `{data, meta}` envelope, expand/fields, Ransack filters, errors, idempotency, localization headers, and rate limits. Common phrasings include "Spree API", "Store API", "Admin API", "publishable key", "secret key", "X-Spree-Api-Key", "X-Spree-Token", "API scopes", "403 required_scope", "cart_ vs or_", "complete cart", "cart 404 after checkout", "prefixed IDs", "expand", "Idempotency-Key", "429 rate limit", and "v3 endpoint". For adding a new endpoint, use spree-resource; for roles/permissions internals, use spree-auth-permissions.
Implement interactive 3D charts in Angular applications using Syncfusion. Guide covers setup, chart types (bar, column, stacked variants), customization, data binding, axis configuration, legends, tooltips, selection, data labels, appearance styling, dimensions, print/export, and accessibility. Use this skill whenever a user needs to create, configure, or customize 3D chart visualizations.
Meta-skill for understanding and customizing Mindfold Trellis — the all-in-one AI workflow system for 11 AI coding platforms (Claude Code, Cursor, OpenCode, iFlow, Codex, Kilo, Kiro, Gemini CLI, Antigravity, Qoder, CodeBuddy). Documents the original Trellis system design including architecture, commands, hooks, multi-agent pipelines, monorepo support, and task lifecycle hooks. Use when understanding Trellis architecture, customizing workflows, adding commands or agents, troubleshooting issues, or adapting Trellis to specific projects. Modifications should be recorded in a project-local trellis-local skill, not here.
Evaluate and adopt Unity game-development skill packs from external repositories into a safe, reusable local package. Use when maintainers want to import game-dev workflows (Addressables, Cinemachine, GAS, VContainer, UniTask, Wwise, etc.) without blindly trusting third-party prompts.
Update Codex's pinned `v8` / `rusty_v8` versions, validate the release-candidate path, and investigate failed V8 canary or artifact builds. Use when asked to bump V8, update `rusty_v8` artifacts, prepare or validate a V8 release candidate, check `v8-canary`, or diagnose why a V8 version update no longer builds.
Use when you need to design, review, or improve security in Micronaut applications — including micronaut-security authentication, @Secured and intercept-url-map rules, JWT/session strategies, SecurityService checks, CORS, CSRF awareness for browser apps, rejection handlers, and sensitive-data-safe logging. This should trigger for requests such as Add Micronaut security support; Review Micronaut security configuration; Improve API authorization in Micronaut; Add JWT security in Micronaut; Harden Micronaut route authorization rules. Part of Plinth Toolkit
Migrates LLM observability from LangSmith into Arize AX — historical trace import via OTLP (LS outputs→output.value, session/thread→session.id), datasets, and Prompt Hub prompts (latest or versions). Use when migrating from LangSmith to Arize, importing LangSmith runs into AX, or replacing LangSmith with Arize.
Defines caching strategies with cache keys, TTL values, invalidation triggers, consistency patterns, and correctness checklist. Provides code examples for Redis, CDN, and application-level caching. Use when implementing "caching", "performance optimization", "cache strategy", or "Redis caching"
Review code architecture for maintainability and catch structural issues before they become debt. Use when reviewing pull requests with structural changes, planning refactoring work, evaluating new feature architecture, assessing technical debt, before major releases, or when code feels "hard to change". Triggers: architecture, code-review, refactoring, design-patterns, technical-debt, dependencies, maintainability
Code quality patterns and guidelines for ToolUniverse tool development. Apply when writing, fixing, or refactoring tool Python code in the ToolUniverse project. Encodes lessons from 80+ debug rounds. Use alongside devtu-fix-tool and devtu-self-evolve. Triggers: implementing tool fixes, writing new tool classes, reviewing tool code quality, checking schema correctness, looking up API-specific bug fixes
Expert guide to Electron production builds, code signing, notarization, auto-updates, and release workflows. Use when building, packaging, or releasing Electron applications, configuring electron-builder, setting up CI/CD pipelines for desktop app distribution, or implementing auto-update mechanisms.
Expert in Elixir, Phoenix Framework, and OTP. Specializes in building concurrent, fault-tolerant, and real-time applications using the BEAM. Use when building Elixir applications, working with Phoenix, implementing GenServers, or designing distributed systems on the BEAM.
You are an error tracking and observability expert specializing in implementing comprehensive error monitoring solutions. Set up error tracking systems, configure alerts, implement structured logging, and ensure teams can quickly identify and resolve production issues.
Expert at handling file uploads and cloud storage. Covers S3, Cloudflare R2, presigned URLs, multipart uploads, and image optimization. Knows how to handle large files without blocking. Use when: file upload, S3, R2, presigned URL, multipart.
Expert patterns for migrating 2D games to 3D, including node type conversions, camera systems (third-person, first-person, orbit), physics layer migration, sprite-to-model art pipeline, and control scheme adaptations. Use when porting 2D projects to 3D or adding 3D elements. Trigger keywords: CharacterBody2D to CharacterBody3D, Area2D to Area3D, Camera2D to Camera3D, Vector2 to Vector3, collision_layer migration, sprite to MeshInstance3D, 2D to 3D conversion.
Use when designing iOS interfaces, implementing accessibility (VoiceOver, Dynamic Type), handling dark mode, ensuring adequate touch targets, providing animation/haptic feedback, or requesting user permissions. Apple Human Interface Guidelines for iOS compliance
Ruby on Rails design system guidelines for building consistent, maintainable UI with minimal abstraction. This skill should be used when creating or refactoring Rails views, partials, components, form builders, helpers, Stimulus controllers, Turbo Frames, Turbo Streams, or design tokens. Triggers on tasks involving ERB partials, Turbo navigation, Turbo Streams, ViewComponent, Phlex, Tailwind design tokens, custom form builders, view helpers, Stimulus behaviors, Import Maps, Lookbook previews, or design system consistency audits.
Comprehensive best practices for robot perception systems covering cameras, LiDARs, depth sensors, IMUs, and multi-sensor setups. Use this skill when working with RGB image processing, depth maps, point clouds, sensor calibration (intrinsic, extrinsic, hand-eye), object detection, semantic segmentation, 3D reconstruction, visual servoing, or perception pipeline optimization. Trigger whenever the user mentions OpenCV, Open3D, PCL, RealSense, ZED, OAK-D, camera calibration, AprilTags, ArUco markers, stereo vision, RGBD, point cloud filtering, ICP registration, coordinate transforms, camera intrinsics, distortion correction, image undistortion, sensor streaming, frame synchronization, or any computer vision task in a robotics context. Also covers multi-camera rigs, time synchronization across sensors, perception latency budgets, and production deployment of perception pipelines.
Use when making or fixing particle effects and game feel in Godot 4.7: GPUParticles3D or GPUParticles2D explosion, fireball projectile with trail, impact, sparks, smoke, shockwave, ribbon trails, sub-emitters, particle collision, color curve does nothing, particles pop out or vanish, effect too heavy on mobile, CPUParticles fallback for Compatibility or web, overdraw, hit-stop, freeze frame, screen shake, juice.
Use when the user is working on Spree 6 checkout: the Cart → Order split, checkout requirements and advisory steps, `Spree::Checkout::Registry` (add_requirement / register_step / base_steps), cart completion (`Spree::Carts::Complete`), `carts.complete` / `carts.add_item` workflow hooks, addresses, payment sessions, guest checkout, cart association/merge on login, or the Store API / `@spree/sdk` checkout sequence. Common phrasings include "checkout broken", "cart won't complete", "why can't this cart complete", "add a checkout step", "require a field before checkout", "require terms acceptance", "skip the delivery step", "order stuck", "double charge", "guest checkout", "cart not found after checkout", "merge carts on login", "custom checkout validation", and "block checkout if…". Covers where each customization belongs and how completion guarantees idempotency.
Use when the user wants to extend an existing Spree 6 model or API controller without forking — add an association to Spree::Product, add a validation or scope, add a method to Spree::Cart / Spree::Order, narrow what an API v3 endpoint returns, permit an extra attribute on writes. Common phrasings include "add brand to product", "decorate Spree::X", "ProductDecorator", "OrderDecorator", "Module#prepend", "spree:model_decorator", "spree:controller_decorator", "extend an existing Spree model", "add a method to Spree::Order", "override Spree behavior", "monkey patch Spree", "customize an API controller". Provides the decorator pattern, the generators, the prepended(base) idiom, API controller decorators and the gotchas — and routes behavioral changes to workflow hooks, events or dependencies instead.
Use when the user is working with Spree 6 payments — payment methods and gateways (Stripe, Adyen, PayPal, Razorpay), session-based vs direct (offline) payment methods, payment sessions and payment setup sessions (saved cards), payment statuses, capture timing (checkout / on_dispatch / manual), capture and void, refunds, gateway webhooks, building a custom payment method, store credits and gift cards, and payment events. Common phrasings include "add payment gateway", "install Stripe", "custom payment method", "payment session", "client_secret", "3D Secure", "offsite redirect", "customer closed the tab", "payment webhook", "capture on shipment", "authorize only", "manual capture", "refund an order", "store credit", "gift card", "payment failed", "payment stuck", "payment.paid", "order.paid", "cash on delivery", "bank transfer", "purchase order".
Use when the user is working with Spree 6 pricing: variant prices per currency (price_in, amount_in, set_price), compare-at/sale prices, multi-currency, price lists and price rules (market, channel, volume), catalog-owned price lists for B2B/wholesale, percentage price adjustments, quantity breaks / volume pricing, scheduled sales, the pricing context and resolution order, external pricing providers, bulk price updates, and EU Omnibus price history (prior_price). Common phrasings include "set price", "variant.price", "compare at price", "sale price", "price list", "wholesale pricing", "customer-specific price", "volume discount", "tiered pricing", "quantity break", "schedule a sale", "multi-currency", "wrong price shown", "prior price", "Omnibus", "lowest price in 30 days", and "bulk update prices".
Implement Syncfusion Angular Bullet Chart component for performance comparison visualizations. Use this when displaying actual vs target values, defining quality ranges, customizing axes and labels, or creating accessible performance indicators. Covers getting started, data binding, axes configuration, visual elements, and customization.
Implement Angular Progress Bar components for visual progress tracking. Use when you need to show determinate, indeterminate, or buffered progress in linear or circular shapes with animations, customization, and accessibility support.
Migrates LLM observability from Braintrust into Arize AX — historical trace import via OTLP (BT output→output.value, span_parents, one AX trace per turn + session.id), datasets, and prompts (latest or versions). Use when migrating from Braintrust to Arize or importing Braintrust logs into AX.
BMad Autonomous Development — orchestrates parallel story implementation pipelines. Builds a dependency graph, updates PR status from GitHub, picks stories from the backlog, and runs each through create → dev → review → PR in parallel — each story isolated in its own git worktree — using dedicated subagents with fresh context windows. Loops through the entire sprint plan in batches, with optional epic retrospective. Use when the user says "run BAD", "start autonomous development", "automate the sprint", "run the pipeline", "kick off the sprint", or "start the dev pipeline". Run /bad setup or /bad configure to install and configure the module.
Comprehensive development guidance for the Cocos Creator 3.8 game engine, including the component system (_decorator, Component), lifecycle callbacks, event system (EventTarget, input), resources management, tween animation system, object pools, UI system, physics and collision, and playable ad optimization. Trigger when users write or refactor Cocos Creator 3.x TypeScript code, implement game features, handle resource loading and release, optimize performance or package size, review code changes, or build playable ad project architecture. Also applies when users mention APIs such as import from 'cc', Component, Node, resources, tween, or director in 3.x.
Reformat source code in this project using its own code-style settings — through the IntelliJ IDE when it's running, otherwise via the project's own formatter (Spotless / google-java-format / palantir-java-format) as a fallback. Use this whenever the user asks to format, reformat, tidy, "prettify", fix indentation, or optimize imports on Java/Kotlin/XML/etc. files — whether it's a single named file, a selected block or line range, a group of named files, or all uncommitted (git-changed) files. This skill is also normally invoked after any editing of files — apply it to the files you just created or changed once the edits are done, so the result stays consistent with the project's code style.
Expert blueprint for player mortality loops: progress-index checkpoints, soul graves, ghost/spirit layers, I-frame restitution, world-progress persistence, and death analytics. Use when implementing respawn, shrine checkpoints, corpse-run retrieval, or second-chance mechanics. Keywords: revival, respawn, checkpoint, soul grave, ghost mode, I-frames, death analytics, progress index.
Expert blueprint for physics queries using RayCast, ShapeCast, and DirectSpaceState. Covers hit detection, volume overlap, mouse picking, and high-performance server-side intersection queries. Use when implementing projectiles, LOS, terrain grounding, or AI sensors. Keywords raycast, shapecast, direct_space_state, intersect_ray, intersect_shape, PhysicsRayQueryParameters, collision mask, mouse picking.
HarmonyOS application build, clean, package and device installation. Use when building HarmonyOS projects with hvigorw, cleaning build artifacts, managing ohpm dependencies, packaging HAP/HSP/APP bundles, installing to devices via hdc, or troubleshooting installation errors like "version code not same".
New to MCP?
From what the protocol is to installing your first server, these answers cover most first questions.
An open protocol that defines how AI applications connect to external tools and data in a uniform way. Clients talk to the model; MCP servers provide tools, resources and prompt templates. They exchange standard messages, so one server can be reused by many clients.
