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Found 13,981 Skills
AI content creation — blog posts, social captions, video descriptions, newsletter copy, all SEO-optimized and platform-adapted.
Voice call routing with Twilio, Telnyx, and Plivo plus STT/TTS streaming providers — IVR setup, provider selection, and voice pipeline configuration.
Create and manage MotherDuck data shares for zero-copy data distribution. Use when sharing databases with team members, other organizations, or making data publicly available.
Generate Chinese broadcast audio from text files via the MiniMax TTS API, which automatically handles common pronunciation errors such as polyphonic characters, English abbreviations, mixed model names, and number pronunciations. Triggered when the user says "Generate broadcast audio using MiniMax".
Automatically monitors OKX Flash Earn, Fixed Earn and Flexible Earn opportunities, sends push notifications, and guides subscription. 自动监控 OKX 闪赚、定期和活期赚币机会,推送通知并引导申购。Use when user says: 有闪赚通知我, 监控赚币, monitor earn, notify me about earn, 定时检查理财, 执行 earn-hunter 扫描, earn-hunter scan, 活期年化高了通知我, 监控活期.
Provisions, scales, and operates Amazon EC2 virtual-machine workloads: instance-type selection (Graviton/Arm64, burstable T credits, GPU, instance store vs EBS), launch templates, Auto Scaling groups (scaling policies, instance refresh, mixed instances, Spot, warm pools, lifecycle hooks), IMDSv2, placement groups, Elastic IPs, AMI lifecycle, and Systems Manager fleet operations (Session Manager, Run Command, Patch Manager). Applies to EC2 instance and fleet questions, InsufficientInstanceCapacity, CPU-credit/surplus charges, IMDSv2 401s, instances stuck in Pending:Wait, ASG not replacing unhealthy instances, status-check failures, SSH refused/timed out, or instances missing as SSM managed nodes. For a single secure instance launch, the launching-ec2-instance-with-best-practices skill is more appropriate; for instance profiles, see setting-up-ec2-instance-profiles; for Image Builder, see creating-ec2-image-builder-pipeline. Does NOT cover Lambda, ECS/Fargate, EKS, VPC/ALB/NLB design, or IAM policy authoring.
Production-grade web scraping with automatic anti-bot bypass, structured JSON parsing for 40+ targets, and geo-targeting. Use when the user needs to scrape web pages, extract product data, get search results, or collect structured data from supported e-commerce and search platforms without worrying about getting blocked and when geo targeting is required.
Edit talking-head videos in Pireel Studio through the `pireel` MCP server — first-run connect/setup, transcript-based cutting, storyboarding, designed graphic blocks, kinetic captions, themes, MP4 export, local media import, and error recovery. Read this whenever the user wants to install/connect/set up Pireel, or to edit/cut/trim/storyboard/illustrate/caption/theme/export a Pireel video, or when any `pireel` MCP tool is about to be called for the first time or fails. Routes to the right bundled reference for each task.
Build NPC AI in Unreal Engine 5 with Behavior Trees and Blackboards: composites (Selector/Sequence), tasks, decorators, services, and running the tree from an AIController. Use when creating enemy/NPC AI, BT_/BB_ assets, custom BTTask or BTService nodes, or when the user mentions Behavior Tree, Blackboard, AIController, BTTask, decorator, or service.
Build Godot 4.x user interfaces with Control nodes: anchors and offsets for responsive layout, Container nodes (VBox/HBox/Grid/Margin) for automatic arrangement, Theme resources for consistent styling, and keyboard/gamepad focus navigation. Use when laying out a HUD, menu, or UI in a Godot project, working with Control/Container nodes, anchors, themes, or focus in a .tscn.
Wire player input in Unity 6 with the Input System package: Input Actions, action maps, the PlayerInput component, and reading values via callbacks or polling. Use when the project has a .inputactions asset or com.unity.inputsystem, or when the user mentions the Unity Input System, InputAction, action maps, PlayerInput, control schemes, or rebinding.
Set up and debug a Phaser 3 game: the Game config, the Scene lifecycle (init/preload/create/update), the asset loader, cameras, and cross-scene communication. Use when building or debugging a Phaser 3 game — when the user mentions Phaser, Phaser.Game, Phaser.Scene, preload/create/update, this.load, this.add, or scene transitions. For Arcade Physics movement/collisions use phaser-arcade-physics.