全部 Agent Skills
41,263 个结果
- Edit Timeline StudioMartin DelophyAnalyze images, video, speech, motion, products, and websites; route local vision, audio, depth, tracking, matting, identity, and restoration models; auto-edit, replicate, enhance, caption, voice, assemble, annotate, validate, and export editable Timeline Studio projects and videos.
- Edit Timeline Studio BrowserMartin DelophyUse native WebMCP tools to edit the project open in Timeline Studio. Inspect clips and available assets, preview and apply multi-track, caption style/position and project framing edits; sample rendered media; run local voiceover, transcription, relighting analysis and depth-video jobs; insert media; undo; save; or export video with progress and cancellation.
- MartinDelophy/ai-video-editorMartin Delophy技能合集Open-source, local-first video editor where creators and AI agents edit the same real timeline.
- Binary TriagecyberkaidaPerforms initial binary triage by surveying memory layout, strings, imports/exports, and functions to quickly understand what a binary does and identify suspicious behavior. Use when first examining a binary, when user asks to triage/survey/analyze a program, or wants an overview before deeper reverse engineering.
- Ctf CryptocyberkaidaSolve CTF cryptography challenges by identifying, analyzing, and exploiting weak crypto implementations in binaries to extract keys or decrypt data. Use for custom ciphers, weak crypto, key extraction, or algorithm identification.
- Ctf PwncyberkaidaSolve CTF binary exploitation challenges by discovering and exploiting memory corruption vulnerabilities to read flags. Use for buffer overflows, format strings, heap exploits, ROP challenges, or any pwn/exploitation task.
- Ctf RevcyberkaidaSolve CTF reverse engineering challenges using systematic analysis to find flags, keys, or passwords. Use for crackmes, binary bombs, key validators, obfuscated code, algorithm recovery, or any challenge requiring program comprehension to extract hidden information.
- Deep AnalysiscyberkaidaPerforms focused, depth-first investigation of specific reverse engineering questions through iterative analysis and database improvement. Answers questions like "What does this function do?", "Does this use crypto?", "What's the C2 address?", "Fix types in this function". Makes incremental improvements (renaming, retyping, commenting) to aid understanding.
- Fable ModemrtooherEnforces staged execution discipline on large tasks: a written stage plan, parallel delegation where the runtime supports it, a failable verification check at each stage, and a skeptical self-review before delivery. Trigger when the user explicitly asks OR when the task objectively spans multiple files, sources, or sessions.
- Godot 2d AnimationthedivergentaiExpert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems.
- Godot 2d PhysicsthedivergentaiExpert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries.
- Godot 3d World BuildingthedivergentaiExpert patterns for 3D level design using GridMap with MeshLibrary, CSG constructive solid geometry, occlusion, and runtime GridMap builders. Use when building 3D levels, modular tilesets, or BSP-style geometry. For sky/fog/Environment recipes, route to godot-3d-lighting.
- Godot Camera SystemsthedivergentaiExpert patterns for 2D/3D camera control including smooth following (lerp, position_smoothing), camera shake (trauma system), screen shake with frequency parameters, deadzone/drag for platformers, look-ahead prediction, and camera transitions. Use for player cameras, cinematic sequences, or multi-camera systems.
- Godot Characterbody 2dthedivergentaiExpert patterns for CharacterBody2D including platformer movement (coyote time, jump buffering, variable jump height), top-down movement (8-way, tank controls), collision handling, one-way platforms, and state machines. Use for player characters, NPCs, or enemies.
- Godot CompositionthedivergentaiExpert architectural standards for building scalable Godot GAMES (RPGs, Platformers, Shooters) using the Composition pattern (Entity-Component). Use when designing player controllers, NPCs, enemies, weapons, or complex gameplay systems. Enforces "Has-A" relationships for game entities.
- Godot Gdscript MasterythedivergentaiExpert GDScript landmine guidance: static typing opcodes, signal-up/call-down, %UniqueName/@onready lifecycle, Callable bind/unbind, await sequences, typed collections, and safe Dictionary iteration. Use for code review, refactoring hot paths, or project standards.
- Godot Input HandlingthedivergentaiExpert patterns for input handling covering InputMap actions, InputEvent processing, controller support, rebinding, deadzones, and input buffering. Use when setting up player controls, implementing input systems, or adding gamepad/accessibility features. Keywords InputMap, InputEvent, gamepad, controller, rebinding, deadzone, input buffer.
- Godot MasterthedivergentaiConsolidated expert library for professional Godot 4.7+ game and application development. Orchestrates 92 Domain Skills through architectural workflows, anti-pattern catalogs, performance budgets, and Server API patterns.
- Godot ParticlesthedivergentaiExpert blueprint for GPU particle systems (explosions, magic effects, weather, trails) using GPUParticles2D/3D, ParticleProcessMaterial, gradients, sub-emitters, and custom shaders. Use when creating VFX, environmental effects, or visual feedback. Keywords GPUParticles2D, ParticleProcessMaterial, emission_shape, color_ramp, sub_emitter, one_shot.
- Godot Save Load SystemsthedivergentaiExpert blueprint for save/load systems using JSON/binary serialization, PERSIST group pattern, versioning, and migration. Covers player progress, settings, game state persistence, and error recovery. Use when implementing save systems OR data persistence. Keywords save, load, JSON, FileAccess, user://, serialization, version migration, PERSIST group.
- Godot Shaders BasicsthedivergentaiExpert Godot shader patterns for batch-safe hitflash, alpha-scissor foliage/dissolve, screenspace postFX, depth reconstruction, triplanar, and instance uniforms — not first-shader tutorials. Trigger on draw-call batching breaks, discard vs depth-prepass, foliage shadows, post-process quads, or world-position FX.
- Godot Signal ArchitecturethedivergentaiExpert blueprint for signal-driven architecture using "Signal Up, Call Down" pattern for loose coupling. Covers typed signals, signal chains, one-shot connections, and AutoLoad event buses. Use when implementing event systems OR decoupling nodes. Keywords signal, emit, connect, CONNECT_ONE_SHOT, CONNECT_REFERENCE_COUNTED, event bus, AutoLoad, decoupling.
- Godot Testing PatternsthedivergentaiExpert testing decision trees for GdUnit4: unit vs scene vs CI gates, headless runners, snapshots, and mock networks. Use when choosing test layers, wiring CI, or validating signals/physics without beginner assert catalogs. Keywords: GdUnit4, GdUnitTestSuite, headless CI, snapshot test, mock network, scene integration test, TDD.
- Godot UI ContainersthedivergentaiExpert blueprint for responsive UI layouts using Container nodes (HBoxContainer, VBoxContainer, GridContainer, MarginContainer, ScrollContainer, HFlowContainer, SubViewportContainer). Covers size flags, anchors, split containers, virtual_list pooling, stretch_shrink previews, and dynamic layouts. Use when building adaptive interfaces OR implementing responsive menus.