Total 52,912 skills, Uncategorized has 368 skills
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Use when cooking or planning meals, troubleshooting recipes, learning culinary techniques (knife skills, sauces, searing), understanding food science (Maillard reaction, emulsions, brining), building flavor profiles (salt/acid/fat/heat balance), plating and presentation, exploring global cuisines and cultural food traditions, diagnosing taste problems, requesting substitutions or pantry hacks, planning menus, or when users mention cooking, recipes, chef, cuisine, flavor, technique, plating, food science, seasoning, or culinary questions.
Help users negotiate job offers and compensation. Use when someone is negotiating salary, equity, or other terms of a job offer, preparing for a compensation conversation, or asking how to ask for more money.
Game development orchestrator. Routes to platform-specific skills based on project needs.
Build event-driven, decoupled Godot 4.x gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and call_group. Use when wiring node communication in a Godot project, replacing tight references with signals, emitting/connecting events, or porting 3.x connect("sig", self, "method") code.
Structure a Godot 4.x project with the scene tree and node composition: build reusable scenes, instance PackedScenes at runtime, navigate the tree safely, and register autoload singletons. Use when designing .tscn scenes, deciding how to split nodes, spawning instances with instantiate(), wiring autoloads, or fixing "node not found"/freed-node errors in a Godot project.
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Use this skill when working with Actor and component design in Unreal Engine. Triggers on: Actor, component, BeginPlay, Tick, SpawnActor, lifecycle, CreateDefaultSubobject, composition, EndPlay, PostInitializeComponents, UActorComponent, USceneComponent, UINTERFACE, attachment, spawn, interface. See references/actor-lifecycle.md and references/component-types.md for detailed tables.
Use this skill when working with GAS, Gameplay Ability System, GameplayAbility, GameplayEffect, AttributeSet, GameplayTags, ability system, buffs, debuffs, cooldowns, or attribute modification. See references/ for detailed setup patterns, effect configuration, and ability task usage.
Apply Dunning's OLI Paradigm (Eclectic Theory) to evaluate foreign direct investment decisions based on Ownership, Location, and Internalization advantages. Use this skill when the user needs to decide whether to invest abroad, choose between FDI modes (wholly-owned subsidiary, joint venture, licensing), or explain why a firm internationalizes through FDI rather than export or licensing.
Apply Actor-Network Theory (Latour, Callon) to trace how human and non-human actors (actants) form networks through translation processes. Use this skill when the user needs to map sociotechnical assemblages, analyze how innovations stabilize or fail through network-building, trace the four moments of translation (problematization, interessement, enrollment, mobilization), or when they ask 'how did this technology become accepted', 'who and what holds this network together', or 'why did this innovation fail to gain traction'.
Create training and nutrition programs. Activate when users want a workout routine, meal plan, or ask "what should I do?" for fitness goals.
Expert blueprint for romance games and dating sims (Tokimeki Memorial, Monster Prom, Persona social links) focusing on affection systems, multi-stat relationships, dated events, and route branching. Use when building relationship-centric games, social simulations, or otome games. Keywords romance, dating sim, affection system, relationship stats, date events, character routes, love interest.