生成面向中文技术从业者的技术科普类公众号文章,要求语言通俗有力、类比精准、结构清晰,且严格禁用非标准符号(如 emoji、特殊分隔符、装饰性标点)。
Skills(SKILL.md)は、AIエージェント(Claude Code、Cursor、Codexなど)に特定の能力を追加するための設定ファイルです。
詳しく見る →生成面向中文技术从业者的技术科普类公众号文章,要求语言通俗有力、类比精准、结构清晰,且严格禁用非标准符号(如 emoji、特殊分隔符、装饰性标点)。
用于将技术深度强、细节密集的AI/工程类内容,转化为面向从业者与普通读者的高信息密度、强可读性、去术语堆砌的公众号风格文案。适用于用户明确要求‘更具体、更充实’后进一步要求‘删除技术细节’的场景,尤其支持AutoSkill等前沿AI框架的官方技术传播,且严格遵循首段原文不可修改、所有技术陈述可追溯至官方文档、语言禁用文学化表达三大硬约束。
将基金项目申请书中的研究意义及对应解决方案部分,转化为逻辑清晰、语言平实、无修辞负担的中文表达,严格基于用户提供的事实与概念,禁用未声明的数值、案例与专有名词,避免学术腔与范式化术语,适用于面向评审专家或跨领域决策者的正式申报场景。
生成面向技术大众(如AI爱好者、初级工程师)的公众号级科普内容,兼顾技术前沿性与语言通俗性,用生活化类比、结构化对比和避坑指南降低理解门槛,严格遵循单一主线与三段式逻辑,确保一屏可读、无视觉干扰。
将技术内容从信息堆砌型改写为逻辑递进型,按‘问题锚点→类比破冰→机制白描→前沿简述→避坑口诀→行动指引’六步结构组织,确保非技术读者能沿单一认知路径理解。
将技术文档或宣传文案转换为符合微信公众号阅读习惯的纯文本格式,去除Markdown符号、图标和特殊排版,保持段落清晰、语言流畅、重点突出,适配Word文档直接粘贴使用;严格遵循政府/高校/科研机构正式书面语体,满足AutoSkill项目专属传播要求,包括单位背书、核心价值句式、机制要点覆盖与术语统一。
生成符合中国政府公文规范、内容严谨无幻觉、结构逻辑锋芒、语言平实精准的政策类报告,适用于向主管部门提交内参、建议稿或专项研究报告;强调问题具体化、观点独立性、制度补位导向,且所有数值性陈述(如比率、时限、标准号、法规文号、样本量等)必须100%源自用户指定或可验证权威依据,杜绝估算、推测与模糊表述。
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Add an ANSI color layer to existing ASCII/plain-text output (gradient/rainbow/highlights) with alignment-safe rules and a required no-color fallback. Use when the user wants to colorize terminal output, add rainbow effects to CLI text, or style ASCII art with ANSI colors.
Generate copy-pastable ASCII banners with a built-in font (no external font deps), including compact fallback and optional ANSI 256 coloring for the logo. Use when the user needs a simple ASCII banner, startup logo, or CLI welcome screen without external dependencies.
Generate ASCII-only MOTD / SSH login banner / shell profile welcome messages (short/long variants, quiet mode guidance, security notices).
Plan and generate terminal ASCII animations/screensaver-style output (FPS, refresh rules, loop policy, low-flicker guidance), with a static poster frame and an optional local demo script.
Generate a reusable ASCII-only text template library (titles, dividers, notice boxes, slogans/CTA), with naming conventions and selection rules for consistent CLI/log/README output. Use when the user needs ASCII art templates, text banners, console formatting, or decorative text elements.
A comprehensive skill for creating new ddd4j (Domain-Driven Design for Java) projects based on ddd4j-boot framework. Use ONLY when the user explicitly mentions creating a ddd4j project, initializing ddd4j project, or setting up ddd4j-boot project. Supports three project types: single-module monolith, multi-module monolith, and microservices.
Adds JavaDoc comments to Java code following industry standards. Covers class-level, method-level, and field-level comments for Controller, Service, ServiceImpl, Mapper, Entity, BO, DTO, VO, and other component types. Use when the user wants to add comments to Java code, generate JavaDoc documentation, or systematically document a Java codebase.
Generates MyBatis-Plus code (Entity, Mapper, Service, ServiceImpl, Controller, DTO, VO, BO) from database tables. Supports MVC and DDD architectures, Java and Kotlin, with standard CRUD and custom methods. Use ONLY when the user explicitly mentions MyBatis-Plus or mybatis-plus-generator; do NOT trigger for JPA, Hibernate, or other ORMs.
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Create Mermaid diagrams for Markdown documentation including flowcharts, sequence diagrams, class diagrams, state diagrams, ER diagrams, Gantt charts, pie charts, mindmaps, timelines, C4 diagrams, and 20+ other diagram types. Use when the user wants to draw, create, or visualize diagrams in Markdown-friendly format, mentions Mermaid, needs diagrams for GitHub/GitLab/wikis, or wants quick diagrams that render directly in Markdown renderers.
Create PlantUML diagrams for UML and architecture documentation including sequence, class, component, deployment, state, activity, use case, and timing diagrams plus non-UML types like C4 models, ER diagrams, Gantt charts, mindmaps, network diagrams, and wireframes. Use when the user mentions PlantUML, needs UML diagrams, wants enterprise architecture diagrams, or requires precise UML notation or C4 model support.
Create and manage mind maps on ProcessOn including node operations, styling, real-time collaboration, and export. Use when the user asks about ProcessOn mind maps, needs to create mind maps, organize ideas visually, collaborate on mind maps, or export mind map diagrams.
Configure and manage UpgradeLink for system upgrades, version migrations, and upgrade workflows. Covers link creation, settings configuration, API integrations, and rollback strategies. Use when the user asks about UpgradeLink, needs to create upgrade links, perform version migrations, or configure upgrade processes.
Smartly find empty canvas space. Use to automatically plan artboard placement to avoid overlap and keep the canvas organized.
Get current design environment context. Use when you need to understand what is currently selected, canvas position, and environment state before any task.
Generate high-fidelity UI screens or wireframes from text descriptions via Stitch MCP generate_screen_from_text. Use when the user wants to create, design, or visualize a UI screen using Stitch. Supports MOBILE, DESKTOP, TABLET, and SMART_WATCH device types with Gemini Pro or Flash models.
Design structured courses including syllabi, learning objectives using Bloom's taxonomy, lesson plans, and assessment rubrics. Use when the user asks about course design, needs to create a curriculum, write learning objectives, structure educational modules, or build assessment plans.
Generate teaching resources including slide deck outlines, progressive exercises, hands-on case studies, and learning guides with self-assessment checkpoints. Use when the user asks to create courseware, design practice exercises, build teaching materials, develop lesson content, or generate educational resources.
three.js keyframe animation system: AnimationMixer, AnimationClip, AnimationAction, KeyframeTrack variants, PropertyBinding, PropertyMixer, AnimationObjectGroup, AnimationUtils; mixing and crossfading clips, loop modes, timeScale, weight; addon AnimationClipCreator and CCDIKSolver for procedural rigs. Use when playing glTF clips, blending actions, or authoring procedural tracks; for skin deformation rigging on meshes see threejs-objects; for math interpolants without clips see threejs-math only when not tied to AnimationMixer.
Bootstrap and toolchain guidance for three.js applications using npm, Vite/Webpack/Rollup, bare ESM import maps, and TypeScript. Covers canonical import paths for three core versus three/addons/ (examples/jsm re-exports), version alignment with threejs.org docs, and fixing module not found for loaders and controls. Use when scaffolding a new 3D project, migrating bundler, or debugging resolution of addons; do not use for rendering API details (see threejs-renderers) or asset loading logic (see threejs-loaders).
three.js geometry authoring: BufferGeometry, typed BufferAttribute and interleaved layouts, InstancedBufferGeometry, primitive Geometries (box/sphere/torus/etc.), ExtrudeGeometry and Shape/Path/Curve from Extras, WireframeGeometry, and addon geometries such as TextGeometry, DecalGeometry, RoundedBoxGeometry. Use when building custom buffer geometries, extruding shapes, or using primitive geometry constructors; for animation morph targets see threejs-animation; for merging buffers see BufferGeometryUtils addon.
three.js lighting: AmbientLight, HemisphereLight, DirectionalLight, PointLight, SpotLight, RectAreaLight, LightProbe, IESSpotLight, ProjectorLight, shadow subtypes, and addon helpers such as RectAreaLightUniformsLib, RectAreaLightTexturesLib, LightProbeGenerator, TiledLighting. Use when configuring direct/indirect light, shadows, probes, or area lights; for IES file loading use threejs-loaders; for node-based light graphs use threejs-node-tsl; for debug helpers use threejs-helpers.
three.js scene graph objects: Object3D transforms and hierarchy, Group, Mesh, InstancedMesh, SkinnedMesh, BatchedMesh, LOD, Line/LineLoop/LineSegments, Points, Sprite, Bone, Skeleton, ClippingGroup; interaction via Raycaster, Layers masks, and EventDispatcher patterns. Use when building scene hierarchies, picking objects with Raycaster, or configuring instanced/skinned meshes; for pure vector math use threejs-math; for skeletal clips use threejs-animation.