Amb més estrelles
Els skills amb més estrelles de la comunitat. Revisa’n el contingut abans d’utilitzar-los.
project-reference
phase-rs
Reference lookup for phase.rs — build/test/cargo/clippy commands, cargo aliases, WASM build, card-data pipeline and jq lookups, frontend (pnpm) commands, coverage report, crate/workspace architecture, engine internals, WASM bridge, AI engine, multiplayer server, frontend layers, environment variables, releasing (cargo-release), and CI. Use when you need to look up how to build, test, run, generate card data, release, or where a crate, module, command, or env var lives.
benchmark
bdfinst
Capture runtime performance metrics (Core Web Vitals, resource sizes, load times) for web pages. Compare against baselines and performance budgets. Use when the user says "benchmark", "check performance", "page speed", "web vitals", "performance regression", or "how fast is this page".
bloom-tutor
Li-Evan
Use when 用户想以一对一苏格拉底导师的方式系统学习一个课题——开一门新课、推进课题的下一篇、提交学习反馈或说「我读完了」、或整理/查看学习日志。基于 Bloom 2 Sigma 的交互式学习系统。触发词:开个文件夹学X、我想学X、帮我学X、继续、下一篇、我读完了、整理学习、查看学习日志、interactive Socratic tutoring、Bloom 2 sigma learning。
learn-crossover
Li-Evan
当用户学习或接触一个新概念/新技术/新算法/新领域时使用(尤其感到陌生或有点难时)。用「跨界原则」拿用户已掌握的知识快速撬动新知识——指出他其实已经学过的同一个东西(换了名字)、结构同构的旧知识、能解释新知识的已有知识,并点出新概念体现的跨领域元知识模式。让「学新东西」变成「发现你已经会了一半」。触发场景:学 X、接触 X、这个好难、X 是什么、帮我理解 X。
learn-deep
Li-Evan
用户学任何新概念/新技术/新理论的默认深度入口——一次性用五个视角把概念讲透并帮他选深入方向:crossover 用已会的撬动、occam 框定该学多深、graph 建知识地图、prototype 最小原型迭代、feynman 拷问检验。触发场景:我想学 X、理解 X、X 是什么、讲讲 X、搞懂 X、学一下 X、深入 X、给我讲讲 X。除非用户明确只要某一个视角(那时改用对应的单个 learn-* skill)。
learn-feynman
Li-Evan
当用户学完一个东西想自查是否真懂、或觉得「好像懂了」但不确定时使用。用「费曼学习法」让他用自己的话把概念讲出来,你扮好奇学生专挑他含糊/跳过的地方追问,把「讲不顺的模糊处」揪出来作为没真懂的漏洞,定位是缺前置知识还是没想透,判断理解是否闭环。触发场景:我学完了考考我、自查一下、我好像懂了、我讲讲你看对不对、检验我的理解、这个我真懂了吗。
learn-occam
Li-Evan
当用户纠结要不要学某个东西、学到什么程度,或在做时间/精力/项目取舍时使用。用「简易策略」先逼问要解决的既定问题,检验现有知识能否搞定,评估知识贬值速度与 ROI,用「探索 vs 应用」判断该学新的还是用现有的,给出「学 / 不学 / 只学最小够用」的结论,避免囤积会贬值的知识。触发场景:要不要学 X、值不值得深入、学到什么程度够、时间不够该学啥、该深挖还是够用就行。
learn-prototype
Li-Evan
当用户要做/研究一个东西、想提升某个技能、或觉得某个产出不够好想改进时使用。用「改良主义」先逼出一个最垃圾但能跑的原型,再引导他自己洞察缺陷、提出问题,提改良假说→实践检验→迭代,信奉「洞察缺陷 > 如何优化 > 最终答案」,并把每次改进的方法本身沉淀成方法论。触发场景:要做 X、研究 X、提升 X、X 做得不好想改进、怎么优化 X、不知从哪下手做。
Requirements for Outputs
Qwen-Applications
Official codebase of the paper -- Trace2Skill: Distill Trajectory-Local Lessons into Transferable Agent Skills
add-interactive-effect
phase-rs
Use when adding any effect or ability that requires player input mid-resolution — choices, selections, modal decisions, or any WaitingFor/GameAction round-trip. Covers the continuation pattern, engine handler wiring, AI legal actions, multiplayer routing, and frontend UI.
parser-velocity
phase-rs
"Fast-iteration loop for quick parser wins — surface near-miss cards via parser-gap-analyzer's typed category classifier, edit in batches, compile once per batch (not per card), defer the full gate (fmt/clippy/test-all/coverage/semantic-audit) to session end. Companion to unlock-set; use this when the fix is \"add a tag() arm to an existing alt()\" rather than cluster-level infrastructure. Trigger phrases: \"quick parser wins\", \"scan near-misses\", \"velocity pass on <format>\", \"parser velocity sprint\", \"low-hanging parser fruit\"."
card-test
phase-rs
Canonical recipe for writing engine cast-pipeline tests. Use GameScenario + GameRunner::cast(...).resolve() and assert via CastOutcome deltas. Covers the six test-harness foot-guns (hand-written TargetRef vectors, incomplete modal target submission, wrong-point hand baseline, inline-keyword cards, AST-internal flag assertions, vacuous negative assertions) and the right-way fix for each. Use whenever writing or porting a runtime test that casts a spell and checks its effect.
bug-coverage-classifier
phase-rs
Use when classifying a Phase bug report against a specific card's engine-authoritative parse_details. The primary job is validating that a card CLAIMS to support the misbehaving clause and then comparing the parsed AST against the Oracle text to confirm or refute that claim. Unsupported clauses are already known gaps and get deferred. Reads the same coverage data the Alt-hover overlay and card-bot render. Invoked by /bug-triage and /issue-clusterer.
changelog
phase-rs
Generate a Discord-ready "What's New" changelog for phase.rs from recent git history. Use when Codex is asked for a changelog, release notes, Discord update, recent shipped changes, or the next sequential changelog batch from a prior tip hash.
engine-implementer
phase-rs
"End-to-end phase.rs implementation pipeline: plan, review-plan, implement, review-impl, commit — each step run in a fresh spawned agent, with automatic phase decomposition for oversized workloads."
engine-planner
phase-rs
Produce an architecturally idiomatic implementation plan for a phase.rs parser or engine change. Design for the class of cards, not the single card. Use this when you need a plan that will survive /review-engine-plan without bandaids or workarounds.
review-engine-plan
phase-rs
Review phase.rs engine, parser, AI, frontend, or rules implementation plans before code is written. Use when Codex needs an architectural gate for plans involving parser changes, engine mechanics, MTG Comprehensive Rules behavior, new variants, targeting, replacement effects, stack/casting flow, AI policy, or frontend GameAction workflows.
review-impl
phase-rs
Review an implementation in scope, such as an uncommitted diff, a just-finished agent change, a commit, or named files, for missing or wrong behavior in phase.rs. Use when Codex needs a findings-only architecture and correctness review across engine, parser, frontend, multiplayer, AI, deck, build, or release changes.
pr-review-loop
phase-rs
"Use to run a continuous review sweep over open contributor PRs in phase.rs. The skill is a thin orchestration layer over scripts/pr_review.py: discover candidates, detect stale reviews/follow-ups, dispatch review-impl for PRs that need judgment, and delegate authorized merge handling to pr-contribution-handler."
add-engine-variant
phase-rs
Runnable checklist gate for any proposed engine enum variant addition. Routes the proposal through the parameterization filter, the categorical-boundary check, and the existence verification before extension is permitted. Invoke this skill BEFORE proposing or implementing any new variant on QuantityRef, QuantityExpr, FilterProp, TargetFilter, ReplacementCondition, AbilityCondition, TriggerCondition, StaticCondition, ChoiceType, DelayedTriggerCondition, Effect, Keyword, ContinuousModification, or any other engine enum.
add-frontend-component
phase-rs
Use when adding or modifying frontend UI components — interactive overlays for WaitingFor states, game board elements, card choice modals, animation effects, or any React component that interfaces with the engine via GameAction dispatch.
add-engine-effect
phase-rs
Use when adding a new effect, mechanic, or parser capability to the engine. Covers the full lifecycle from types → parser → resolver → targeting → frontend → AI → tests.
add-keyword
phase-rs
Use when adding or modifying keyword abilities — evergreen keywords (flying, trample), parameterized keywords (ward {2}, kicker {R}), protection variants, or any keyword that needs runtime behavior wired into combat, targeting, damage, or triggers.
add-replacement-effect
phase-rs
Use when adding or modifying replacement effects — ETB-tapped, shock lands, damage prevention, "as enters" choices, or any event-modifying ability. Covers ReplacementDefinition wiring, the pipeline flow, post-replacement effects, and interactive pre-zone-change choices.