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Found 112 Skills
Drafts the appellant's opening brief challenging a lower court decision in federal or state appellate courts. Covers issue selection, standard of review framing, record citation, argument structure, and procedural compliance under FRAP 28/32 or state equivalents. Use when preparing an appellant's opening brief, selecting appellate issues, structuring appellate arguments, or demonstrating reversible error on appeal.
MSVC cl.exe and clang-cl skill for Windows C/C++ projects. Use when configuring Visual Studio builds, MSBuild, or clang-cl as a drop-in MSVC replacement. Covers translating GCC/Clang flags to MSVC equivalents, runtime library selection, Windows SDK setup, and diagnosing MSVC-specific errors. Activates on queries about cl.exe, clang-cl, /O flags, /MT vs /MD, PDB files, Windows ABI, or MSVC project settings.
This skill should be used when the user wants to review code, audit a diff, get a second opinion on changes, or run an adversarial review of files in the current working tree. Common triggers include "review this code", "audit this diff", "find issues in", "second opinion on this", "harsh review of", "adversarial review", and "security review of". Picks one or more reviewer personas (adversarial, security, architecture, performance). Reviews local files, `git diff`, or `git diff --staged` only — does not fetch external content. Runs in one of four modes: single-agent (one persona in the current agent), cross-model handoff (independent second opinion via another local AI CLI, with secret-shield preflight + prompt-shield wrap), multi-bg-agent (one persona per parallel background subagent), or agent-team (Claude Code Teams or equivalent on supporting agents). Skip when the user wants formatting fixes (use a linter) or refactoring patterns (use ts-best-practices or ts-best-practices-functional).
Write game shaders from cross-engine fundamentals — the vertex→fragment pipeline, coordinate spaces, UV math, and common 2D/3D effects (tint, UV scroll, dissolve, outline, fresnel rim, vignette) in GLSL with HLSL equivalents. Use when the user mentions shaders, fragment/pixel shader, vertex shader, UV, GLSL, HLSL, or effects like dissolve, outline, or rim light.