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All Skills

Total 53,693 skills, Uncategorized has 467 skills

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Showing 12 of 467 skills

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Uncategorizedtravisjneuman/.claude

hr-talent

HR and talent management expertise for talent acquisition, performance management, compensation strategy, organizational design, culture building, succession planning, and D&I programs. Use when hiring, managing performance, designing organizations, or building culture.

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11
Uncategorizedvamseeachanta/workspace-h...

marine-offshore-engineering

Marine and offshore engineering fundamentals for platform design, subsea systems, and regulatory compliance

🇺🇸|EnglishTranslated
11
Uncategorizedbreverdbidder/life-os

d1-swim-recruiting

D1 swimming recruitment expertise for Michael Shapira. Invoke when discussing swim times, college recruiting, or coach outreach.

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11
Uncategorizedmetta-ai/tribal-village

tv-terrain-elevation

Investigate cliffs, ramps, and elevation traversal.

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11
Uncategorizedenuno/claude-command-and-...

case-analyzer

Analyzes legal case facts and identifies viable legal theories, causes of action, and evidentiary requirements. Use when conducting case intake, strategy development, or initial legal analysis.

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11
2 scripts/Checked
Uncategorizedthedivergentai/gd-agentic...

godot-characterbody-2d

Expert 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. Trigger keywords: CharacterBody2D, move_and_slide, is_on_floor, coyote_time, jump_buffer, velocity, get_slide_collision, one_way_platforms, state_machine.

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11
Uncategorizedmnkyarts/hytale-skills

hytale-custom-items

Create custom items for Hytale including tools, weapons, armor, consumables, and special items. Use when asked to "add a custom item", "create a weapon", "make armor", "add a tool", or "create consumable items".

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11
Uncategorizedccalebcarter/purria-skill...

game-engineering-team

AAA-caliber engineering council for building production-quality games. Use when implementing game systems, writing game code, designing data architecture, building UI components, creating tutorials, optimizing performance, or any technical game development task. Covers game programming patterns, casino/card game implementation, reward systems, game UI engineering, tutorial design, code architecture, data infrastructure, security, and quality assurance. Triggers on requests for game code, system implementation, refactoring, performance optimization, data design, or technical architecture decisions.

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11
Uncategorizedcowork-os/cowork-os

financial-modeling

Build and analyze three-statement financial models with integrated income statement, balance sheet, and cash flow projections, scenario analysis, and key driver assumptions.

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10
Uncategorizedserpgames/skills

tunnel-rush-game-online-unblocked

Play Tunnel Rush online free unblocked on SERP Games.

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10
Uncategorizedjoellewis/finance_skills

alternatives

Analyze alternative investments including hedge funds, private equity, and venture capital. Use when the user asks about hedge fund strategies (long/short, macro, event-driven), PE or VC performance metrics (IRR, TVPI, DPI), fee structures ('2-and-20', carry, hurdle rates), the J-curve effect, illiquidity premiums, lock-up periods, or hedge fund replication. Also trigger when users mention 'managed futures', 'CTA', 'fund of funds', 'vintage year', 'capital calls', 'distributions', 'carried interest', or ask how to evaluate an alternative investment manager.

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10
Uncategorizedquodsoler/unreal-engine-s...

ue-input-system

Use this skill when implementing player input with Unreal Engine's Enhanced Input system. Also use when the user mentions 'Enhanced Input', 'input', 'input action', 'InputAction', 'mapping context', 'InputMappingContext', 'input binding', 'key binding', 'input trigger', 'input modifier', 'gamepad', or 'keyboard'. Covers ETriggerEvent, built-in triggers (Hold, Tap, Pulse, ChordAction, Combo), built-in modifiers (DeadZone, Scalar, Negate, SwizzleAxis), and custom trigger/modifier authoring. See references/input-action-reference.md for the full catalogue. For UI input modes, see ue-ui-umg-slate.

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