Skill directory

Agent skills

Focused instruction packs that teach a coding agent one job well. Browse the catalog and use any of them inside a RiverX project.

18,175Skills
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18,175 skills
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Typescript React Reviewerdotneet/claude-code-marketplaceExpert code reviewer for TypeScript + React 19 applications. Use when reviewing React code, identifying anti-patterns, evaluating state management, or assessing code maintainability. Triggers: code review requests, PR reviews, React architecture evaluation, identifying code smells, TypeScript type safety checks, useEffect abuse detection, state management review.04Typescript Refactorpproenca/dot-skillsTypeScript and TSX refactoring and modernization guidelines from a principal specialist perspective, current to TypeScript 6.0 and React 19. This skill should be used when refactoring, reviewing, or modernizing TypeScript or React/TSX code for type safety, compiler performance, and idiomatic patterns. Triggers on tasks involving type architecture, narrowing, generics, discriminated unions, error handling, React component and hook typing, or migration to modern TypeScript features (satisfies, using, const type parameters, inferred type predicates, isolatedDeclarations, erasable syntax, import attributes).052Typescript Reviewmetabase/metabaseReview TypeScript and JavaScript code changes for compliance with Metabase coding standards, style violations, and code quality issues. Use when reviewing pull requests or diffs containing TypeScript/JavaScript code.01Typescript Security Reviewgiuseppe-trisciuoglio/developer-kitProvides security review capability for TypeScript/Node.js applications, validates code against XSS, injection, CSRF, JWT/OAuth2 flaws, dependency CVEs, and secrets exposure. Use when performing security audits, before deployment, reviewing authentication/authorization implementations, or ensuring OWASP compliance for Express, NestJS, and Next.js. Triggers on "security review", "check for security issues", "TypeScript security audit".07Typescript Unit Testingbmad-labs/skillsUnit testing for TypeScript/NestJS projects using Jest, @golevelup/ts-jest (DeepMocked/createMock), and in-memory databases, with AAA structure. Use whenever the user is working on `.spec.ts` files or asks to set up Jest, write/add tests for a service/usecase/controller/guard/interceptor/pipe/filter, mock dependencies, review test quality or coverage, run unit tests, debug failing or flaky tests, or optimize test performance and open handles.081Typescript Writemetabase/metabaseWrite TypeScript and JavaScript code following Metabase coding standards and best practices. Use when developing or refactoring TypeScript/JavaScript code.01Typesetpbakaus/impeccableImproves typography by fixing font choices, hierarchy, sizing, weight, and readability so text feels intentional. Use when the user mentions fonts, type, readability, text hierarchy, sizing looks off, or wants more polished, intentional typography.01Typespec API Operationsgithub/awesome-copilotAdd GET, POST, PATCH, and DELETE operations to a TypeSpec API plugin with proper routing, parameters, and adaptive cards01Typespec Create Agentgithub/awesome-copilotGenerate a complete TypeSpec declarative agent with instructions, capabilities, and conversation starters for Microsoft 365 Copilot01Typespec Create API Plugingithub/awesome-copilotGenerate a TypeSpec API plugin with REST operations, authentication, and Adaptive Cards for Microsoft 365 Copilot01Typeui Fundamentalsbergside/typeuiUniversal UI/UX design principles covering visual hierarchy, interaction laws, typography foundations, and WCAG accessibility requirements. Use when making design decisions not covered by a specific design system, validating principle compliance, or resolving conflicts between aesthetics and accessibility. Design-system-agnostic and applies to every surface.06Typing Exclusion Workergetsentry/skillsPython typing exclusion worker: remove assigned mypy exclusion modules in small scoped batches, fix typing issues, run validation, and produce a structured completion summary. Use when running parallel typing-debt workers or when asked to remove modules from pyproject mypy exclusion overrides.01Typographypetekp/agent-skillsApply professional typography principles to create readable, hierarchical, and aesthetically refined interfaces. Use when setting type scales, choosing fonts, adjusting spacing, designing text-heavy layouts, implementing dark mode typography, or when asked about readability, font pairing, line height, measure, typographic hierarchy, variable fonts, font loading, or OpenType features.08Typography Auditmblode/agent-skillsAudits font loading, type scales, measure, spacing, OpenType, and rendered punctuation with 78 scoped rules. Use when asked to "audit typography", "fix the fonts", or "review my type system". For a new visual direction use ui-design Direction; for general UI defects use ui-design Audit.082Typography Expertcuriositech/some_claude_skillsWorking type director's reference for selecting, pairing, and shipping typefaces with real taste. Covers a broad, opinionated catalog of typefaces and foundries (libre through commercial), a mood/era/register-driven selection framework that never collapses to one answer, font pairing as logic, fluid type scales, variable-font axes (incl. opsz/GRAD), OpenType features, web-font performance (subsetting, font-display, size-adjust fallback metrics), and licensing literacy (SIL OFL vs commercial EULA, desktop/web/app, trials). Explicitly retires the overused AI-design defaults (Inter, Roboto, Montserrat, Poppins, Fraunces, Geist, Söhne, the Fontshare/ITF starter pack) and names fresher alternatives in every role. Use for font selection, pairing, type scales, web-font optimization, variable fonts, OpenType, and typographic systems. NOT for logo/wordmark design, icon fonts, general CSS, or image-based/raster typography.03Typography Scaleowl-listener/designer-skillsCreate a modular type scale with size, weight, and line-height relationships. Use when establishing typographic structure. For line length only use `readable-measure`; for judging type on an existing screen use `critique-typography` (visual-critique).01Typstlucifer1004/claude-skill-typstTypst document creation and package development. Use when: (1) Working with .typ files, (2) User mentions typst, typst.toml, or typst-cli, (3) Creating or using Typst packages, (4) Developing document templates, (5) Converting Markdown/LaTeX to Typst044Typst Authorjihe520/mathmodelagentGenerate idiomatic Typst (.typ) code, edit and troubleshoot Typst documents and projects, and answer Typst syntax/reference questions. Use when working with .typ files or when the user explicitly asks for Typst document creation, editing, debugging, compilation, formatting, template work, or package usage.0199Typst Paperbahayonghang/academic-writing-skillsTypst paper assistant for existing .typ manuscripts in English or Chinese. Use for compile/export diagnosis, venue formatting, BibTeX/Hayagriva checks, grammar, logic, abstract/title, tables, pseudocode, related work, research-gap framing, adaptation, de-AI polish, translation, and submission readiness; use LaTeX skills for .tex.084Tzstxixu-me/skillsUse when the user needs to create, extract, flatten, list, test, install, script, or troubleshoot `tzst` CLI workflows for `.tzst` or `.tar.zst` archives, including compression levels, streaming mode, extraction filters, conflict resolution, JSON output, or standalone binary setup, even if they describe the archive task without naming `tzst`.02Ua Campaigneronred/aso-skillsWhen the user wants to plan or optimize paid user acquisition campaigns. Also use when the user mentions "Apple Search Ads", "user acquisition", "paid ads", "UA", "ad campaign", "install campaign", "Facebook ads for apps", "TikTok ads", or "cost per install". For organic growth, see aso-audit. For launch-specific UA, see app-launch.01Ubiquitous Languagemattpocock/skillsExtract a DDD-style ubiquitous language glossary from the current conversation, flagging ambiguities and proposing canonical terms. Saves to UBIQUITOUS_LANGUAGE.md. Use when user wants to define domain terms, build a glossary, harden terminology, create a ubiquitous language, or mentions "domain model" or "DDD".02Ucpshopify/shopify-ai-toolkitUse when the user wants to use the UCP CLI to find, compare, buy, or track products from online merchants, or to set up and troubleshoot the local UCP profile required for merchant-scoped operations. Covers global catalog search (\"find me X under $Y\"), named-merchant transactions (\"buy this from Z.com\"), order tracking, `ucp profile init`, `ucp doctor`, carts, checkout, orders, and UCP setup/help. Falls back to merchant-hosted handoff when direct in-protocol checkout isn't available.08Ucpvercel-labs/agentic-commerce-skills>-01Ucsc Conservation And Tfbsgoogle-deepmind/science-skills>05Ue Actor Component Architecturequodsoler/unreal-engine-skillsUse 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.03Ue AI Navigationquodsoler/unreal-engine-skillsUse this skill when implementing AI, AIController, behavior tree, blackboard, AI perception, NavMesh, EQS, navigation, pathfinding, State Tree, or Smart Objects in Unreal Engine. See references/behavior-tree-patterns.md for BT patterns and references/eqs-reference.md for EQS configuration. For AI ability use, see ue-gameplay-abilities.03Ue Animation Systemquodsoler/unreal-engine-skillsUse this skill when working with Unreal Engine animation: AnimInstance, montage playback, blend space, state machine, anim notify, IK, AnimGraph, skeletal mesh, or linked anim graphs. See references/anim-notify-reference.md for notify patterns and references/locomotion-setup.md for locomotion setup. For montage integration with GAS, see ue-gameplay-abilities.03Ue Async Threadingquodsoler/unreal-engine-skillsUse this skill when working with Unreal Engine async operations, threading, parallel execution, or concurrency. Also use when the user mentions 'FRunnable', 'FAsyncTask', 'TaskGraph', 'UE::Tasks', 'ParallelFor', 'TFuture', 'TPromise', 'Async()', 'thread safety', 'FCriticalSection', 'FRWLock', 'background thread', 'game thread dispatch', or 'thread pool'. For networking async (RPCs, replication), see ue-networking-replication. For asset streaming, see ue-data-assets-tables.03Ue Audio Systemquodsoler/unreal-engine-skillsUse this skill when working with audio, sound, music, UAudioComponent, PlaySoundAtLocation, SoundCue, MetaSound, attenuation, submix, concurrency, SFX, or spatial audio in Unreal Engine. See references/audio-setup-patterns.md for music system and ambient soundscape architectures. For VFX audio synchronization, see ue-niagara-effects.02Ue Character Movementquodsoler/unreal-engine-skillsUse this skill when working with character movement, CharacterMovementComponent, CMC, movement modes, walking, falling, swimming, flying, custom movement, network prediction, FSavedMove, root motion, floor detection, step-up, or character physics. Also use for 'PhysWalking', 'PhysCustom', 'LaunchCharacter', 'WalkableFloor', or 'movement replication'. See references/ for CMC extension patterns and movement pipeline details.03Ue Component Modeladobe/skillsUse this when the user mentions component models, component definitions, component filters, block configuration for the Universal Editor, UE block setup, adding a new block to UE, configuring block properties or block authoring fields, or wants to create an EDS/Franklin block with Universal Editor support, modify block fields, or add a block to the section filter. Covers creating and editing the three JSON files that control how AEM Edge Delivery Services blocks appear and behave in the Universal Editor — component-definition.json, component-models.json, and component-filters.json.05Ue Cpp Foundationsquodsoler/unreal-engine-skillsUse when writing Unreal Engine C++ code involving UPROPERTY, UFUNCTION, UCLASS, TArray, TMap, delegates, FString, garbage collection, or smart pointers. Also use when the user asks about "UE C++", USTRUCT, UENUM, FName, FText, TObjectPtr, TWeakObjectPtr, UObject lifetime, UE_LOG, or UE subsystems. For module build configuration, see ue-module-build-system. For Actor/Component architecture, see ue-actor-component-architecture.04Ue Data Assets Tablesquodsoler/unreal-engine-skillsUse when working with DataAsset, DataTable, soft reference, hard reference, TSoftObjectPtr, async loading, Asset Manager, StreamableManager, or game data structures in Unreal Engine. See references/asset-loading-patterns.md for async loading and StreamableManager patterns. See references/data-driven-design.md for data-driven gameplay architecture. For serialization, see ue-serialization-savegames. For C++ foundations, see ue-cpp-foundations.03Ue Editor Toolsquodsoler/unreal-engine-skillsUse when extending the Unreal Editor with editor tool, editor utility widget, Blutility, detail customization, property customization, editor mode, asset editor, editor subsystem, editor extension, UToolMenus, or scripted asset operations. For Slate fundamentals, see ue-ui-umg-slate. For module build config, see ue-module-build-system.03Ue Game Featuresquodsoler/unreal-engine-skillsUse this skill when working with Game Feature plugins, modular gameplay, GameFeatureAction, GameFeatureData, GameFrameworkComponentManager, init state system, experience system, modular components, UPawnComponent, UControllerComponent, UGameStateComponent, UPlayerStateComponent, or Lyra-style modular architecture. See references/ for code templates and experience system patterns.03Ue Gameplay Abilitiesquodsoler/unreal-engine-skillsUse 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.04Ue Gameplay Frameworkquodsoler/unreal-engine-skillsUse this skill when working with Unreal Engine's gameplay framework classes: GameMode, GameState, PlayerController, PlayerState, Pawn, Character, or GameInstance. Also use when the user mentions 'gameplay framework', 'game rules', 'player management', 'match flow', or 'player spawning'. See references/framework-class-map.md for the full authority/presence matrix. For networking/replication, see ue-networking-replication. For input setup, see ue-input-system.02Ue Input Systemquodsoler/unreal-engine-skillsUse 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.02Ue Mass Entityquodsoler/unreal-engine-skillsUse this skill when working with Mass Entity, MassEntity, Mass AI, MassProcessor, MassFragment, MassTag, MassObserver, MassSpawner, MassCrowd, Mass ECS, entity archetype, ForEachEntityChunk, FMassEntityQuery, FMassEntityManager, ISM crowd, or large-scale entity simulation in Unreal Engine. See references/mass-entity-patterns.md for processor and observer templates. See references/mass-fragment-reference.md for built-in fragment types.03Ue Materials Renderingquodsoler/unreal-engine-skillsUse when the user is working with material, shader, MID, dynamic material, material instance, post-process, render target, parameter collection, decal, Nanite, Lumen, or rendering in Unreal Engine. See references/material-parameter-reference.md for parameter patterns and references/post-process-settings.md for post-process settings. For particle rendering, see ue-niagara-effects.03Ue Module Build Systemquodsoler/unreal-engine-skillsUse when working with Build.cs, Target.cs, module creation, plugin setup, or build errors in Unreal Engine — including "unresolved external symbol," "cannot open include file," IWYU violations, missing API macros, or dependency configuration. See also ue-cpp-foundations for UObject macro patterns.03Ue Networking Replicationquodsoler/unreal-engine-skillsUse this skill when working on multiplayer networking, replication, RPC calls, net role logic, server/client authority, prediction, or synchronizing game state. Also use when the user mentions 'DOREPLIFETIME', 'dedicated server', 'replicated', or 'net role'. See references/replication-patterns.md for common patterns and references/rpc-decision-guide.md for RPC type selection. For GAS networking, see ue-gameplay-abilities.03Ue Niagara Effectsquodsoler/unreal-engine-skillsUse this skill when working with Niagara particle systems, VFX, effects, emitter, Niagara component, or Niagara parameter in Unreal Engine C++. Covers spawning systems, setting parameters, data interfaces (SkeletalMesh, StaticMesh, Curve, Array), OnSystemFinished delegate, and performance tuning. See references/niagara-parameter-types.md for type mapping and references/niagara-data-interfaces.md for data interface catalogue. For particle materials, see ue-materials-rendering.03Ue Physics Collisionquodsoler/unreal-engine-skillsUse when implementing collision detection, trace queries, physics simulation, or physical interactions in Unreal Engine. Triggers on: 'collision', 'trace', 'LineTrace', 'line trace', 'overlap', 'physics', 'hit result', 'sweep', 'collision channel', 'physics body', 'Chaos', 'raytrace', 'OnHit', 'OnBeginOverlap'. See related skills for component architecture and AI navigation.03Ue Procedural Generationquodsoler/unreal-engine-skillsUse this skill when working with procedural generation in Unreal Engine: PCG framework, ProceduralMesh, instanced mesh, HISM, spline, runtime mesh, noise, terrain generation, or dungeon generation. See references/pcg-node-reference.md for PCG node types and references/procedural-mesh-patterns.md for mesh generation patterns. For physics on procedural geometry, see ue-physics-collision.03Ue Project Contextquodsoler/unreal-engine-skillsWhen the user wants to create or update their Unreal Engine project context document. Use when the user says 'project context,' 'set up context,' 'UE context,' 'configure project,' or wants to avoid repeating their project setup across UE development tasks. Creates `.agents/ue-project-context.md` that all other UE skills reference. See related skills footer for skills that depend on this context.01Ue Sequencer Cinematicsquodsoler/unreal-engine-skillsUse this skill when working with Sequencer, LevelSequence, cutscene, cinematic, camera, movie scene, sequencer event, or Movie Render Queue in Unreal Engine. See references/sequencer-patterns.md for dialogue cutscene, in-game camera, and scripted event patterns. For animation playback, see ue-animation-system.02
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