All Skills
25,836 skillsBrowser QA Router
Route browser, UI QA, smoke testing, click-path auditing, Webwright, and desktop app automation prompts. Use when prompts mention browser QA, Playwright, smoke tests, app/browser interaction, click paths, screenshots, Webwright, or Windows desktop E2E.
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Nuxt4 Patterns
Nuxt 4 app patterns for hydration safety, performance, route rules, lazy loading, and SSR-safe data fetching with useFetch and useAsyncData.
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React Patterns
React 18/19 patterns including hooks discipline, server/client component boundaries, Suspense + error boundaries, form actions, data fetching, state management decision trees, and accessibility-first composition. Use when writing or reviewing React components.
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Mysql Patterns
MySQL and MariaDB schema, query, indexing, transaction, replication, and connection-pool patterns for production backends.
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Ce Optimize
Run metric-driven iterative optimization loops -- define a measurable goal, run parallel experiments, measure each against hard gates or LLM-as-judge scores, keep improvements, and converge on the best solution. Use when optimizing clustering quality, search relevance, build performance, prompt quality, or any measurable outcome that benefits from systematic experimentation.
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Ce Sessions
Search and ask questions about coding agent session history across Claude Code, Codex, and Cursor. Use when asking what was worked on, what was tried before, how a problem was investigated across sessions, what happened recently, or any question about past agent sessions. Also use when the user references prior sessions, previous attempts, or past investigations — even without saying 'sessions' explicitly.
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Ce Strategy
Create or maintain STRATEGY.md - the product's target problem, approach, users, key metrics, and tracks of work. Use when starting a new product, updating direction, or when prompts like 'write our strategy', 'update the roadmap', 'what are we working on', or 'set up the strategy doc' come up. Also triggers when ce-ideate, ce-brainstorm, or ce-plan need upstream grounding and no strategy doc exists yet.
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Data Scraper Agent
Build a fully automated AI-powered data collection agent for any public source — job boards, prices, news, GitHub, sports, anything. Scrapes on a schedule, enriches data with a free LLM (Gemini Flash), stores results in Notion/Sheets/Supabase, and learns from user feedback. Runs 100% free on GitHub Actions. Use when the user wants to monitor, collect, or track any public data automatically.
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Django Patterns
Django architecture patterns, REST API design with DRF, ORM best practices, caching, signals, middleware, and production-grade Django apps.
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Nestjs Patterns
NestJS architecture patterns for modules, controllers, providers, DTO validation, guards, interceptors, config, and production-grade TypeScript backends.
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Fal AI Media
Unified media generation via fal.ai MCP — image, video, and audio. Covers text-to-image (Nano Banana), text/image-to-video (Seedance, Kling, Veo 3), text-to-speech (CSM-1B), and video-to-audio (ThinkSound). Use when the user wants to generate images, videos, or audio with AI.
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Frontend Design Direction
Set an ECC-specific frontend design direction for production UI work. Use when building or improving websites, dashboards, applications, components, landing pages, visual tools, or any web UI that needs stronger product-specific design judgment.
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Perl Security
Comprehensive Perl security covering taint mode, input validation, safe process execution, DBI parameterized queries, web security (XSS/SQLi/CSRF), and perlcritic security policies.
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Coding Standards
Baseline cross-project coding conventions for naming, readability, immutability, and code-quality review. Use detailed frontend or backend skills for framework-specific patterns.
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Grill Me
Grill the user relentlessly about a plan or design. Use when the user wants to stress-test a plan before building, or uses any 'grill' trigger phrases.
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Frontend Design
Guidance for distinctive, intentional visual design when building new UI or reshaping an existing one. Helps with aesthetic direction, typography, and making choices that don't read as templated defaults.
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Openspec Propose
Propose a new change with all artifacts generated in one step. Use when the user wants to quickly describe what they want to build and get a complete proposal with design, specs, and tasks ready for implementation.
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Openspec Ff Change
Fast-forward through OpenSpec artifact creation. Use when the user wants to quickly create all artifacts needed for implementation without stepping through each one individually.
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Openspec New Change
Start a new OpenSpec change using the experimental artifact workflow. Use when the user wants to create a new feature, fix, or modification with a structured step-by-step approach.
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Openspec Verify Change
Verify implementation matches change artifacts. Use when the user wants to validate that implementation is complete, correct, and coherent before archiving.
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Openspec Archive Change
Archive a completed change in the experimental workflow. Use when the user wants to finalize and archive a change after implementation is complete.
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Openspec Continue Change
Continue working on an OpenSpec change by creating the next artifact. Use when the user wants to progress their change, create the next artifact, or continue their workflow.
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Pcg
Create, inspect, and edit PCG Graph assets — add nodes, configure settings, connect pins, and wire procedural generation graphs (native PCG Python API). Use when the user asks to build a PCG graph, add PCG nodes (Surface Sampler, Static Mesh Spawner, filters), wire PCG pins, place a PCGVolume and generate, or set up procedural scattering.
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Vibeue
Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's native MCP endpoint.
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Foliage
Create foliage types and place/scatter foliage instances on landscapes and meshes (FoliageService). Use when the user asks to add trees/grass/bushes/rocks as foliage, create a foliage type from a mesh, scatter or paint foliage instances, or query/remove foliage on a surface.
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Landscape
Create and edit landscape terrain — heightmaps, sculpting, paint layers, terrain analysis, mesh projection, and procedural features like mountains/valleys/craters (LandscapeService). Use when the user asks to create a landscape, sculpt/raise/lower terrain, import or export a heightmap, paint terrain layers, or add procedural terrain features. For terrain materials load landscape-materials; for real-world heightmaps load terrain-data.
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Materials
Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a material graph. For landscape materials load landscape-materials.
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Profiling
Diagnose frame-rate bottlenecks (CPU vs GPU bound FIRST), control Unreal Insights traces, sample live frame times, and annotate performance captures. Use when FPS is low/bad, the game is slow, or you need to find what is limiting the frame rate.
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Metasounds
Create and modify MetaSound Source assets — add/connect nodes, wire pins, set input defaults, and play procedurally (MetaSoundService). Use when the user asks to create a MetaSound, build or edit a MetaSound graph, add operator/input/output nodes, or generate procedural audio.
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Sound Cues
Create and modify SoundCue assets — add/connect nodes (mixer, random, delay, attenuation, modulator, etc.) and set audio properties (SoundCueService). Use when the user asks to create a Sound Cue, build a SoundCue node graph, or wire audio playback logic.
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Uv Mapping
Inspect, generate, transform, and visualize UV channels on StaticMesh assets (UVMappingService). Use when the user asks to check/add/remove UV channels, auto-unwrap UVs, transform (tile/offset/rotate) UVs, check UV health/islands, or export a UV layout image.
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State Trees
Create, inspect, and edit StateTree assets — states, tasks, transitions, conditions, considerations, and property bindings for AI behavior and game logic (StateTreeService). Use when the user asks to build a StateTree, add states/tasks/transitions, bind task properties, set up Utility AI considerations, or wire StateTree delegate transitions.
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Umg Widgets
Create and modify UMG Widget Blueprints (UI) — build the widget hierarchy, set properties, style fonts/brushes, author widget animations, bind events, capture previews, run PIE checks, and wire MVVM ViewModels. Use when the user asks to create a UI/HUD/menu, add or arrange widgets (Button, TextBlock, Image, panels), style or animate a widget, or set up data bindings in a Widget Blueprint (WBP).
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Animsequence
Create and edit AnimSequence keyframes and tracks — add/remove keyframes, set bone tracks, query sequence info, and bake edits (AnimSequenceService). Use when the user asks to create a new animation sequence, add keyframes/tracks, or edit raw animation data. For constraint-aware bone posing, also load animation-editing.
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Terrain Data
Generate heightmaps, map reference images, and water feature splines (rivers, lakes, oceans) from real-world geographic data (terrain_data tool). Use when the user asks to build terrain from a real location/coordinates, download a real-world heightmap, or add rivers/lakes/oceans from map data. Downloads Mapbox tiles server-side and produces UE5-compatible heightmaps + landscape splines.
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Gameplay Tags
Create, list, remove, and rename Gameplay Tags with runtime registration (GameplayTagService). Use when the user asks to add or register gameplay tags, list/query existing tags, or rename/remove tags (e.g. Ability.Attack.Melee, State.Stunned).
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