[{"data":1,"prerenderedAt":-1},["ShallowReactive",2],{"skill:01M6HSXW1KD43PJ6VADQFSK34R":3,"skill-same:01M6HSXW1KD43PJ6VADQFSK34R":63},{"skillNo":4,"name":5,"nameZh":6,"description":7,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":15,"categories":16,"keywords":17,"publishedAt":37,"linkOnly":38,"markdownContent":39,"markdownBody":40,"frontMatter":41,"refName":42,"commitSha":43,"skillDirectory":44,"forksCount":45,"repositoryHtmlUrl":46,"repositoryHomepageUrl":6,"ownerHtmlUrl":47,"ownerBlogUrl":6,"ownerDescription":6,"updatedAt":48,"install":49,"resources":62},"01M6HSXW1KD43PJ6VADQFSK34R","unreal-widget-editing",null,"Edit UMG Widget Blueprint UI layouts via text (ReadGraph\u002FWriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.","welflau\u002Fai-dev-system","welflau","https:\u002F\u002Favatars.githubusercontent.com\u002Fu\u002F7010385?v=4","01M6HPTDGF18RFY07M229P8CTM","01M6HPTDMRMZCJPYBFEA9XVVYT",3,"MIT","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fuse_skills\u002Funreal-widget-editing\u002FSKILL.md",[],[18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36],"editing","unreal widget editing","widget","unreal","properties","when","hierarchy","add","via","widgets","visual","change","Blueprint","use","remove","user","edit","text","ui","2026-11-10 10:12:30",false,"---\nname: unreal-widget-editing\ndescription: Edit UMG Widget Blueprint UI layouts via text (ReadGraph\u002FWriteGraph). Use when the user asks to add, remove, or rearrange UI widgets, change widget properties, or modify the visual hierarchy of a Widget Blueprint.\n---\n\n# Widget Editing\n\nEdit UMG Widget Blueprint UI layouts via a text-based tree representation. The widget tree (visual hierarchy) uses the `[WidgetTree]` section. For editing the **event graph** and **functions** of a Widget Blueprint, use the `unreal-blueprint-editing` skill — Widget Blueprints are Blueprints, so EventGraph\u002FFunction\u002FVariables sections work identically.\n\n**Prerequisite**: UE editor running with UCP plugin enabled.\n\n## API\n\nCDO: `\u002FScript\u002FUnrealClientProtocolEditor.Default__NodeCodeEditingLibrary`\n\n| Function | Params | Description |\n|----------|--------|-------------|\n| `Outline` | `AssetPath` | Returns all sections: `[WidgetTree]`, `[Variables]`, `[EventGraph]`, `[Function:Name]`, etc. |\n| `ReadGraph` | `AssetPath`, `Section` | Returns text. Use `\"WidgetTree\"` for the UI layout. |\n| `WriteGraph` | `AssetPath`, `Section`, `GraphText` | Overwrite the widget tree. |\n\n## Section Types for Widget Blueprints\n\nA Widget Blueprint's Outline returns both widget tree and graph sections:\n\n| Section | Handler | Description |\n|---------|---------|-------------|\n| `WidgetTree` | WidgetTreeSectionHandler | UI widget hierarchy |\n| `Variables` | BlueprintSectionHandler | Blueprint variables |\n| `EventGraph` | BlueprintSectionHandler | Event graph logic |\n| `Function:\u003CName>` | BlueprintSectionHandler | Blueprint functions |\n\n## WidgetTree Text Format\n\nThe widget tree uses **indentation-based** text format where depth represents parent-child relationships:\n\n```\n[WidgetTree]\nCanvasPanel_0: {\"Type\":\"CanvasPanel\"}\n  Image_BG: {\"Type\":\"Image\", \"Slot\":{\"Anchors\":\"(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))\", \"Offsets\":\"(Left=0,Top=0,Right=0,Bottom=0)\"}}\n  VerticalBox_Main: {\"Type\":\"VerticalBox\", \"Slot\":{\"Anchors\":\"(Minimum=(X=0.5,Y=0.5),Maximum=(X=0.5,Y=0.5))\"}}\n    TextBlock_Title: {\"Type\":\"TextBlock\", \"Text\":\"Hello World\", \"Slot\":{\"HorizontalAlignment\":\"HAlign_Center\"}}\n    Button_Submit: {\"Type\":\"Button\", \"Slot\":{\"Padding\":\"(Left=0,Top=10,Right=0,Bottom=0)\"}, \"bIsVariable\":true}\n      TextBlock_BtnLabel: {\"Type\":\"TextBlock\", \"Text\":\"Submit\"}\n```\n\n### Format Rules\n\n- **Indentation = hierarchy**: 2 spaces per level. Root widget has no indentation.\n- **Widget name is the key**: `TextBlock_Title`, `Button_Submit`, etc. These are the widget's `GetName()`.\n- **`Type`**: Widget class name (e.g., `CanvasPanel`, `TextBlock`, `Button`, `Image`). Resolved via reflection.\n- **`Slot`**: Layout properties from the parent panel's slot type, as a nested JSON object.\n- **`bIsVariable`**: If `true`, the widget is accessible from the Blueprint graph (e.g., for binding events or setting properties at runtime). Only serialized when `true`.\n- **Other properties**: Non-default widget properties, serialized via UE reflection.\n\n### Slot Properties by Panel Type\n\nDifferent panel types use different slot types with different layout properties:\n\n**CanvasPanelSlot** (parent is CanvasPanel):\n- `LayoutData.Anchors`: `(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))` — anchor presets\n- `LayoutData.Offsets`: `(Left=0,Top=0,Right=0,Bottom=0)` — position\u002Fsize offsets\n- `LayoutData.Alignment`: `(X=0.5,Y=0.5)` — pivot alignment\n- `bAutoSize`: `true\u002Ffalse`\n- `ZOrder`: integer\n\n**VerticalBoxSlot \u002F HorizontalBoxSlot** (parent is VerticalBox\u002FHorizontalBox):\n- `Padding`: `(Left=0,Top=10,Right=0,Bottom=0)`\n- `Size`: `(SizeRule=Fill,Value=1.0)` or `(SizeRule=Auto,Value=1.0)`\n- `HorizontalAlignment`: `HAlign_Fill`, `HAlign_Left`, `HAlign_Center`, `HAlign_Right`\n- `VerticalAlignment`: `VAlign_Fill`, `VAlign_Top`, `VAlign_Center`, `VAlign_Bottom`\n\n**OverlaySlot** (parent is Overlay):\n- `Padding`: `(Left=0,Top=0,Right=0,Bottom=0)`\n- `HorizontalAlignment`: same as above\n- `VerticalAlignment`: same as above\n\n**GridSlot** (parent is GridPanel):\n- `Row`, `Column`: integer\n- `RowSpan`, `ColumnSpan`: integer\n\n### Common Widget Types\n\n| Type | Description | Key Properties |\n|------|-------------|----------------|\n| `CanvasPanel` | Free-form positioning container | (none typical) |\n| `VerticalBox` | Stack children vertically | (none typical) |\n| `HorizontalBox` | Stack children horizontally | (none typical) |\n| `Overlay` | Stack children on top of each other | (none typical) |\n| `GridPanel` | Grid layout | (none typical) |\n| `ScrollBox` | Scrollable container | `Orientation` |\n| `SizeBox` | Constrain child size | `WidthOverride`, `HeightOverride` |\n| `Border` | Single child with background | `Background` |\n| `TextBlock` | Display text | `Text`, `Font`, `ColorAndOpacity` |\n| `RichTextBlock` | Rich text display | `Text` |\n| `Image` | Display image\u002Ftexture | `Brush` |\n| `Button` | Clickable button | `WidgetStyle` |\n| `CheckBox` | Toggle checkbox | `IsChecked` |\n| `Slider` | Value slider | `Value`, `MinValue`, `MaxValue` |\n| `ProgressBar` | Progress indicator | `Percent` |\n| `EditableText` | Single-line text input | `Text`, `HintText` |\n| `EditableTextBox` | Single-line text input with box | `Text`, `HintText` |\n| `MultiLineEditableText` | Multi-line text input | `Text` |\n| `ComboBoxString` | Dropdown selection | `DefaultOptions` |\n| `SpinBox` | Numeric input | `Value`, `MinValue`, `MaxValue` |\n| `Spacer` | Empty spacing widget | `Size` |\n| `WidgetSwitcher` | Show one child at a time | `ActiveWidgetIndex` |\n\n## Workflow\n\n1. **Outline** — see available sections (WidgetTree + graph sections)\n2. **ReadGraph(\"WidgetTree\")** — get the UI hierarchy\n3. **Understand the tree** — indentation shows parent-child relationships\n4. **Modify** — add\u002Fremove\u002Frearrange widgets, change properties\n5. **WriteGraph(\"WidgetTree\", text)** — apply changes\n\nFor logic changes (event bindings, property updates at runtime):\n1. **ReadGraph(\"EventGraph\")** — use the `unreal-blueprint-editing` skill\n2. Reference widgets by name (widgets with `bIsVariable:true` are accessible in graphs)\n\n## Key Rules\n\n1. **Indentation matters**: 2 spaces per level. Incorrect indentation will create wrong parent-child relationships.\n2. **Widget names must be unique** within the tree.\n3. **Root widget** (depth 0) must be a panel widget (CanvasPanel, VerticalBox, etc.).\n4. **Only panel widgets** can have children. Don't indent a child under a non-panel widget like TextBlock.\n5. **Set `bIsVariable:true`** on any widget you need to reference from the Blueprint graph.\n6. **ReadGraph before WriteGraph** — always read first to understand the current structure.\n7. **Slot properties** depend on the parent panel type. A widget under VerticalBox uses VerticalBoxSlot properties, not CanvasPanelSlot.\n8. All operations support **Undo** (Ctrl+Z).\n\n## Error Handling\n\n- Unknown widget class: `\"Unknown widget class: ...\"`.\n- Failed to create widget: `\"Failed to create widget: ...\"`.\n- Check `diff` object in response for `nodes_added`, `nodes_removed`.\n","# Widget Editing\n\nEdit UMG Widget Blueprint UI layouts via a text-based tree representation. The widget tree (visual hierarchy) uses the `[WidgetTree]` section. For editing the **event graph** and **functions** of a Widget Blueprint, use the `unreal-blueprint-editing` skill — Widget Blueprints are Blueprints, so EventGraph\u002FFunction\u002FVariables sections work identically.\n\n**Prerequisite**: UE editor running with UCP plugin enabled.\n\n## API\n\nCDO: `\u002FScript\u002FUnrealClientProtocolEditor.Default__NodeCodeEditingLibrary`\n\n| Function | Params | Description |\n|----------|--------|-------------|\n| `Outline` | `AssetPath` | Returns all sections: `[WidgetTree]`, `[Variables]`, `[EventGraph]`, `[Function:Name]`, etc. |\n| `ReadGraph` | `AssetPath`, `Section` | Returns text. Use `\"WidgetTree\"` for the UI layout. |\n| `WriteGraph` | `AssetPath`, `Section`, `GraphText` | Overwrite the widget tree. |\n\n## Section Types for Widget Blueprints\n\nA Widget Blueprint's Outline returns both widget tree and graph sections:\n\n| Section | Handler | Description |\n|---------|---------|-------------|\n| `WidgetTree` | WidgetTreeSectionHandler | UI widget hierarchy |\n| `Variables` | BlueprintSectionHandler | Blueprint variables |\n| `EventGraph` | BlueprintSectionHandler | Event graph logic |\n| `Function:\u003CName>` | BlueprintSectionHandler | Blueprint functions |\n\n## WidgetTree Text Format\n\nThe widget tree uses **indentation-based** text format where depth represents parent-child relationships:\n\n```\n[WidgetTree]\nCanvasPanel_0: {\"Type\":\"CanvasPanel\"}\n  Image_BG: {\"Type\":\"Image\", \"Slot\":{\"Anchors\":\"(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))\", \"Offsets\":\"(Left=0,Top=0,Right=0,Bottom=0)\"}}\n  VerticalBox_Main: {\"Type\":\"VerticalBox\", \"Slot\":{\"Anchors\":\"(Minimum=(X=0.5,Y=0.5),Maximum=(X=0.5,Y=0.5))\"}}\n    TextBlock_Title: {\"Type\":\"TextBlock\", \"Text\":\"Hello World\", \"Slot\":{\"HorizontalAlignment\":\"HAlign_Center\"}}\n    Button_Submit: {\"Type\":\"Button\", \"Slot\":{\"Padding\":\"(Left=0,Top=10,Right=0,Bottom=0)\"}, \"bIsVariable\":true}\n      TextBlock_BtnLabel: {\"Type\":\"TextBlock\", \"Text\":\"Submit\"}\n```\n\n### Format Rules\n\n- **Indentation = hierarchy**: 2 spaces per level. Root widget has no indentation.\n- **Widget name is the key**: `TextBlock_Title`, `Button_Submit`, etc. These are the widget's `GetName()`.\n- **`Type`**: Widget class name (e.g., `CanvasPanel`, `TextBlock`, `Button`, `Image`). Resolved via reflection.\n- **`Slot`**: Layout properties from the parent panel's slot type, as a nested JSON object.\n- **`bIsVariable`**: If `true`, the widget is accessible from the Blueprint graph (e.g., for binding events or setting properties at runtime). Only serialized when `true`.\n- **Other properties**: Non-default widget properties, serialized via UE reflection.\n\n### Slot Properties by Panel Type\n\nDifferent panel types use different slot types with different layout properties:\n\n**CanvasPanelSlot** (parent is CanvasPanel):\n- `LayoutData.Anchors`: `(Minimum=(X=0,Y=0),Maximum=(X=1,Y=1))` — anchor presets\n- `LayoutData.Offsets`: `(Left=0,Top=0,Right=0,Bottom=0)` — position\u002Fsize offsets\n- `LayoutData.Alignment`: `(X=0.5,Y=0.5)` — pivot alignment\n- `bAutoSize`: `true\u002Ffalse`\n- `ZOrder`: integer\n\n**VerticalBoxSlot \u002F HorizontalBoxSlot** (parent is VerticalBox\u002FHorizontalBox):\n- `Padding`: `(Left=0,Top=10,Right=0,Bottom=0)`\n- `Size`: `(SizeRule=Fill,Value=1.0)` or `(SizeRule=Auto,Value=1.0)`\n- `HorizontalAlignment`: `HAlign_Fill`, `HAlign_Left`, `HAlign_Center`, `HAlign_Right`\n- `VerticalAlignment`: `VAlign_Fill`, `VAlign_Top`, `VAlign_Center`, `VAlign_Bottom`\n\n**OverlaySlot** (parent is Overlay):\n- `Padding`: `(Left=0,Top=0,Right=0,Bottom=0)`\n- `HorizontalAlignment`: same as above\n- `VerticalAlignment`: same as above\n\n**GridSlot** (parent is GridPanel):\n- `Row`, `Column`: integer\n- `RowSpan`, `ColumnSpan`: integer\n\n### Common Widget Types\n\n| Type | Description | Key Properties |\n|------|-------------|----------------|\n| `CanvasPanel` | Free-form positioning container | (none typical) |\n| `VerticalBox` | Stack children vertically | (none typical) |\n| `HorizontalBox` | Stack children horizontally | (none typical) |\n| `Overlay` | Stack children on top of each other | (none typical) |\n| `GridPanel` | Grid layout | (none typical) |\n| `ScrollBox` | Scrollable container | `Orientation` |\n| `SizeBox` | Constrain child size | `WidthOverride`, `HeightOverride` |\n| `Border` | Single child with background | `Background` |\n| `TextBlock` | Display text | `Text`, `Font`, `ColorAndOpacity` |\n| `RichTextBlock` | Rich text display | `Text` |\n| `Image` | Display image\u002Ftexture | `Brush` |\n| `Button` | Clickable button | `WidgetStyle` |\n| `CheckBox` | Toggle checkbox | `IsChecked` |\n| `Slider` | Value slider | `Value`, `MinValue`, `MaxValue` |\n| `ProgressBar` | Progress indicator | `Percent` |\n| `EditableText` | Single-line text input | `Text`, `HintText` |\n| `EditableTextBox` | Single-line text input with box | `Text`, `HintText` |\n| `MultiLineEditableText` | Multi-line text input | `Text` |\n| `ComboBoxString` | Dropdown selection | `DefaultOptions` |\n| `SpinBox` | Numeric input | `Value`, `MinValue`, `MaxValue` |\n| `Spacer` | Empty spacing widget | `Size` |\n| `WidgetSwitcher` | Show one child at a time | `ActiveWidgetIndex` |\n\n## Workflow\n\n1. **Outline** — see available sections (WidgetTree + graph sections)\n2. **ReadGraph(\"WidgetTree\")** — get the UI hierarchy\n3. **Understand the tree** — indentation shows parent-child relationships\n4. **Modify** — add\u002Fremove\u002Frearrange widgets, change properties\n5. **WriteGraph(\"WidgetTree\", text)** — apply changes\n\nFor logic changes (event bindings, property updates at runtime):\n1. **ReadGraph(\"EventGraph\")** — use the `unreal-blueprint-editing` skill\n2. Reference widgets by name (widgets with `bIsVariable:true` are accessible in graphs)\n\n## Key Rules\n\n1. **Indentation matters**: 2 spaces per level. Incorrect indentation will create wrong parent-child relationships.\n2. **Widget names must be unique** within the tree.\n3. **Root widget** (depth 0) must be a panel widget (CanvasPanel, VerticalBox, etc.).\n4. **Only panel widgets** can have children. Don't indent a child under a non-panel widget like TextBlock.\n5. **Set `bIsVariable:true`** on any widget you need to reference from the Blueprint graph.\n6. **ReadGraph before WriteGraph** — always read first to understand the current structure.\n7. **Slot properties** depend on the parent panel type. A widget under VerticalBox uses VerticalBoxSlot properties, not CanvasPanelSlot.\n8. All operations support **Undo** (Ctrl+Z).\n\n## Error Handling\n\n- Unknown widget class: `\"Unknown widget class: ...\"`.\n- Failed to create widget: `\"Failed to create widget: ...\"`.\n- Check `diff` object in response for `nodes_added`, `nodes_removed`.\n",{"name":5,"description":7},"main","18d0e63d1313ca87098f614aa7c1e2dcf6de79c7","backend\u002Fskills\u002Fuse_skills\u002Funreal-widget-editing",1,"https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system","https:\u002F\u002Fgithub.com\u002Fwelflau","2026-11-12 14:55:20",{"source":8,"skillName":5,"commands":50,"prompt":60,"zipAvailable":61},[51,54,57],{"tool":52,"command":53},"npx","npx skills add welflau\u002Fai-dev-system --skill unreal-widget-editing",{"tool":55,"command":56},"bunx","bunx skills add welflau\u002Fai-dev-system --skill unreal-widget-editing",{"tool":58,"command":59},"pnpm","pnpm dlx skills add welflau\u002Fai-dev-system --skill unreal-widget-editing","安装技能，技能地址：https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fuse_skills\u002Funreal-widget-editing\u002FSKILL.md",true,[],[64,98,129,154,180,203],{"skillNo":65,"name":66,"nameZh":6,"description":67,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":68,"licenseFileUrl":69,"sourceHtmlUrl":70,"categories":71,"keywords":77,"publishedAt":37},"01M6HSTDP4M3JFXEBK91VFB4PA","web-artifacts-builder","Suite of tools for creating elaborate, multi-component claude.ai HTML artifacts using modern frontend web technologies (React, Tailwind CSS, shadcn\u002Fui). Use for complex artifacts requiring state management, routing, or shadcn\u002Fui components - not for simple single-file HTML\u002FJSX artifacts.","Apache-2.0","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Fweb-artifacts-builder\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Fweb-artifacts-builder\u002FSKILL.md",[72],{"categoryNo":73,"categoryName":74,"taxonomyType":75,"taxonomyTypeDesc":76},"01JBSEEDCAT000000000000009","前端开发","SCENARIO","使用场景",[78,79,80,81,82,83,84,85,86,87,88,89,90,91,31,92,93,94,95,96,97],"web artifacts builder","web","artifacts","artifacts builder","builder","frontend","css","components","react","routing","state management","state","file","Tailwind","single-file","simple","ui components","multi","for","single",{"skillNo":99,"name":100,"nameZh":6,"description":101,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":68,"licenseFileUrl":102,"sourceHtmlUrl":103,"categories":104,"keywords":114,"publishedAt":37},"01M6HSDXH0JSP8R3QTNY9XZ8HN","frontend-design","Create distinctive, production-grade frontend interfaces with high design quality. Use this skill when the user asks to build web components, pages, artifacts, posters, or applications (examples include websites, landing pages, dashboards, React components, HTML\u002FCSS layouts, or when styling\u002Fbeautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Ffrontend-design\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Ffrontend-design\u002FSKILL.md",[105,106,109],{"categoryNo":73,"categoryName":74,"taxonomyType":75,"taxonomyTypeDesc":76},{"categoryNo":107,"categoryName":108,"taxonomyType":75,"taxonomyTypeDesc":76},"01JBSEEDCAT000000000000015","视觉设计",{"categoryNo":110,"categoryName":111,"taxonomyType":112,"taxonomyTypeDesc":113},"01JBSEEDCAT000000000000032","设计师","PROFESSION","适用职业",[83,115,116,84,79,85,86,117,118,119,80,120,121,122,31,123,124,125,126,127,128,23],"design","frontend design","react components","create","code","examples","applications","landing","ui design","pages","aesthetics","web ui","with","generic",{"skillNo":130,"name":131,"nameZh":6,"description":132,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":68,"licenseFileUrl":133,"sourceHtmlUrl":134,"categories":135,"keywords":137,"publishedAt":37},"01M6HSA77QYVP7A72HREGTDN2C","algorithmic-art","Creating algorithmic art using p5.js with seeded randomness and interactive parameter exploration. Use this when users request creating art using code, generative art, algorithmic art, flow fields, or particle systems. Create original algorithmic art rather than copying existing artists' work to avoid copyright violations.","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Falgorithmic-art\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fplugins\u002Falgorithmic-art\u002FSKILL.md",[136],{"categoryNo":107,"categoryName":108,"taxonomyType":75,"taxonomyTypeDesc":76},[138,139,140,118,119,141,142,143,144,31,145,146,147,148,127,149,150,151,152,153,23],"algorithmic art","Art","algorithmic","flow","js","work","interactive","generative art","exploration","systems","users","Existing","request","generative","copyright","fields",{"skillNo":155,"name":156,"nameZh":6,"description":157,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":68,"licenseFileUrl":158,"sourceHtmlUrl":159,"categories":160,"keywords":162,"publishedAt":37},"01M6HS9HE0X390Y6RQKTY1YNGJ","theme-factory","Toolkit for styling artifacts with a theme. These artifacts can be slides, docs, reportings, HTML landing pages, etc. There are 10 pre-set themes with colors\u002Ffonts that you can apply to any artifact that has been creating, or can generate a new theme on-the-fly.","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fexternal_plugins\u002Ftheme-factory\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fexternal_plugins\u002Ftheme-factory\u002FSKILL.md",[161],{"categoryNo":107,"categoryName":108,"taxonomyType":75,"taxonomyTypeDesc":76},[163,164,165,166,167,168,80,169,170,171,122,172,173,124,174,127,175,176,177,96,178,179],"theme factory","factory","theme","docs","toolkit","generate","SET","fly","slides","styling","artifact","themes","you","fonts","can","apply","new",{"skillNo":181,"name":182,"nameZh":6,"description":183,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":14,"licenseFileUrl":6,"sourceHtmlUrl":184,"categories":185,"keywords":189,"publishedAt":37},"01M6HS74GASM6FJ77F83EY679E","browsing","Use when you need direct browser control - teaches Chrome DevTools Protocol for controlling existing browser sessions, multi-tab management, form automation, and content extraction via use_browser MCP tool","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fexternal_plugins\u002Fsuperpowers-chrome\u002Fskills\u002Fbrowsing\u002FSKILL.md",[186],{"categoryNo":187,"categoryName":188,"taxonomyType":75,"taxonomyTypeDesc":76},"01JBSEEDCAT000000000000023","Skill与智能体开发",[182,190,191,192,193,194,195,196,197,198,199,31,200,201,26,202,95,175,96,149],"MCP","automation","chrome","sessions","protocol","browser","devtools","chrome devtools","tool","direct","browser control","control","form",{"skillNo":204,"name":205,"nameZh":6,"description":206,"descriptionZh":6,"repositoryFullName":8,"ownerLogin":9,"ownerAvatarUrl":10,"ownerAccountNo":11,"ownerDisplayName":6,"repositoryNo":12,"starsCount":13,"licenseSpdxId":68,"licenseFileUrl":207,"sourceHtmlUrl":208,"categories":209,"keywords":216,"publishedAt":37},"01M6HS6BZT2CKDNQ6YF20DXN4T","slack-gif-creator","Knowledge and utilities for creating animated GIFs optimized for Slack. Provides constraints, validation tools, and animation concepts. Use when users request animated GIFs for Slack like \"make me a GIF of X doing Y for Slack.\"","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fexternal_plugins\u002Fslack-gif-creator\u002FLICENSE.txt","https:\u002F\u002Fgithub.com\u002Fwelflau\u002Fai-dev-system\u002Fblob\u002Fmain\u002Fbackend\u002Fskills\u002Fmarketplace\u002Fcodebuddy-plugins-official\u002Fexternal_plugins\u002Fslack-gif-creator\u002FSKILL.md",[210,213],{"categoryNo":211,"categoryName":212,"taxonomyType":75,"taxonomyTypeDesc":76},"01JBSEEDCAT000000000000005","邮件与沟通",{"categoryNo":214,"categoryName":215,"taxonomyType":75,"taxonomyTypeDesc":76},"01JBSEEDCAT000000000000016","图像与多媒体",[217,218,219,220,221,222,223,224,225,31,226,148,227,228,229,96,150,23],"slack gif creator","slack","gif","creator","validation","Tools","constraints","Animation","knowledge","me","make","Utilities","concepts"]