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Found 51 Skills
Use this spell when you need to see what is happening right now on a distant system rather than reading stale logs or cached reports.
Clean and line-edit Markdown documents for clear, specific, publication-ready prose. Use when asked to de-bloat, de-template, remove chatbot artifacts, fix vague wording, settle whether numbers are written as digits or spelled out, make Markdown read like careful human editorial writing, or 'отредактируй документ'. Do not use to fabricate facts or bypass detectors.
Writing style guide for the Singapore Government Design System (SGDS). Use when writing or reviewing UI copy, documentation, labels, error messages, tooltips, or any content that accompanies SGDS components. Covers tone, grammar, spelling, casing, punctuation, and plain language principles.
Draft and open a GitHub pull request from your branch, with title, summary, and test plan written from the actual commits and diff, then created with the gh CLI, embedding verifykit proof artifacts inline when a bundle is present. Use when the user asks to open a PR, says "create a pull request", "raise a PR", "submit this for review", or "gh pr create", even if they don't spell out the title or body.
Quint language and CLI reference — the expert on Quint syntax, operators, types, `basicSpells`, the toolchain (typecheck/run/test/verify), and how to read simulation and counterexample output. Use when writing or debugging the contents of a `.qnt` file, fixing a typecheck/parse error, looking up an operator or idiom, analyzing an invariant violation or counterexample trace, or optimizing state-space exploration. This is for working IN Quint at the language level — not for analyzing or running TLA+/TLC itself. For building a NEW model end-to-end from some source — including translating a TLA+ spec into Quint, or modeling code/requirements/an idea — use the quint-modeling skill, which owns that workflow and consults this reference for syntax. Keywords: quint, syntax, operators, typecheck, model checking, counterexample, basicSpells, CLI, specification language.
Use this skill when the user asks for creative thinking (including naming it or directing use/apply/run with obvious misspellings; decisive) or wants divergent ideation—fluency, flexible perspectives, novel combinations, and elaboration, with optional light convergence. Use when they want fresh ideas, blue-sky options, reframes, or more variety before committing, including casual or messy prompts. Skip when they want a single delivered answer with no exploration, audit-only teardown with no generation asked for, or purely mechanical execution.
Invoke when the user wants to practice English. Corrects grammar, spelling, and expression in every response. Adapts to the user's level over time. Not for code reviews or technical docs.
Build, fix and review character combat animations (melee strikes, bow shots, spell casts, skills, monster attacks, whole move sets) so they read like Diablo IV, Baldur's Gate 3 or Elden Ring and never stretch, lock, wring or break an arm, wrist or hand. A written standard with numbered rules, per-frame tests on the real skinned mesh, keys designed from upper-arm, forearm and blade intents, checks from every camera the player sees, two blind critics plus a blind A/B against the last release, and every critic claim verified against full-resolution frames and live-rig numbers. Use when creating or reworking any attack, skill or move set; when the user says arms, hands, wrists, elbows or weapons look stretched, weird, broken or wrong; when they ask for a standard, rules or tests for animations; or when they ask to score animations or get them to N out of 10.
Use when making or fixing real-time VFX in Unity 6.3: explosions, fireballs, projectiles with muzzle, trail and impact, spells, slashes, shockwaves, smoke, sparks, Particle System (Shuriken) or VFX Graph ('VFX Graph explosion', 'particles look bad', 'effect kills fps on mobile', 'too much overdraw'), mesh effects with scrolling textures, an uber VFX shader with LUT ramps, Custom Data and custom vertex streams, flipbooks and VFX textures, pink particles after URP upgrade, VFX budgets and readability.
Use to write great prompts for Nano Banana (Google's Gemini image model: Nano Banana Pro = Gemini 3 Pro Image) to generate or edit images for social media — the image-prompt-craft mini-skill. Run when the user wants a nano-banana / Gemini image prompt, an AI image for a post (quote graphic, carousel slide, thumbnail, infographic, product shot, ad creative), or conversational image editing. Reads brand-profile for brand colours/style. Strengths: best-in-class legible in-image text (route typography/layout-led design to ideogram), multi-image consistency, conversational editing, and Google's photoreal lane (Imagen deprecated); surreal art stays Midjourney's. Teaches prompt anatomy, the text-first approach, reference-image consistency, and per-platform aspect ratios. Honest: SynthID watermark + AI disclosure; never real identifiable people or copyrighted characters/logos; verify spelling/data. The API/connection and WoopSocial upload flow live in tools/integrations/nano-banana.md.
Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.
Use when a UE5 task involves Niagara or Chaos destruction: a Niagara fireball, projectile trail, impact explosion, muzzle flash, spell, smoke, sparks, debris, Niagara fluids or flipbooks; "Niagara is too expensive", stat NiagaraOverview, Effect Types, pooling, Data Channels, lightweight emitters, VFX scalability; judging an effect's readability, value, color, timing, white blowout or strobing; or a wall that shatters, geometry collection fracture, Dataflow, damage thresholds, floating chunks, debris cost, Chaos Visual Debugger.