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Lead generation scraper: find and qualify B2B leads (names, titles, emails, phones, social profiles) from public websites and directories with the ReachOwl Lead Finder Apify Actor, then import them into an existing ReachOwl campaign for Facebook, Instagram, or WhatsApp outreach. Use when the user wants to scrape leads from URLs, build a prospect list for a niche and location, or fill a ReachOwl campaign with new leads.
Instagram growth automation with ReachOwl: profile growth plans that auto-like and repost niche posts found by hashtag, keyword search, or Explore, on a daily limit and weekly schedule. Use when the user wants Instagram growth, engagement automation, or to create, pause, resume, or edit an Instagram growth plan.
Instagram DM automation with ReachOwl: send personalized direct messages to Instagram followers, following, hashtag and location audiences, and post commenters, with follow + DM sequences and daily limits. Use when the user wants to DM a competitor's followers, message people who commented on a post, reach a hashtag or location audience, upload a lead list for Instagram outreach, or automate Instagram outreach.
Instagram comment auto reply and comment-to-DM with ReachOwl: when someone comments a keyword (like 'link', 'info', or 'price') on an Instagram post, reply publicly and send them a private Instagram DM. Use for Instagram comment-to-DM funnels, 'comment LINK to get it' lead magnets, giveaways, or to pause, edit, or check activity on an Instagram comment automation.
Schedule and auto-post content to multiple Facebook groups with ReachOwl's post scheduler: create posting schedules, set intervals or calendar times, pause, edit posts, clone, and clear pending posts. Use for Facebook group marketing, community posting, or sharing an announcement across many groups.
Facebook DM automation with ReachOwl: send personalized direct messages and friend requests to Facebook group members, post commenters, reactors, and friends, with follow-up sequences and daily limits. Use when the user wants to DM a Facebook group, message people who commented on or reacted to a post, run friend request + DM campaigns, upload a lead list for Facebook outreach, or automate Facebook outreach.
Facebook comment auto reply and comment-to-DM with ReachOwl: when someone comments a keyword (like 'price' or 'info') on a Facebook post or group post, reply publicly and send them a private Messenger DM. Use for Facebook comment-to-DM funnels, lead magnets, giveaway and listing posts, or to pause, edit, or check activity on a Facebook comment automation.
CRM contacts and notes in ReachOwl: list and inspect the leads inside campaigns and add or delete notes on them. Use when the user asks who is in a campaign, wants a lead's details or conversation notes, wants to log a note like 'replied yes', or needs to verify that an import worked.
Repurpose an article, blog post, product launch, or announcement into posts tailored to different Facebook groups and communities, then schedule them with ReachOwl's post scheduler and auto-reply to interested commenters. Use for content distribution, community marketing, launch announcements, or sharing a blog post across Facebook groups.
把 AI 生成或已有的视频、序列帧变成随滚动、指针、拖动、触摸、设备方向、音频、数据或状态变化的网页动画:设计动作方向,生成关键帧与视频,整理成图集或视频,编译时间轴并接入运行时。用户需要角色转向、产品拆解、镜头穿越、一镜到底转场,或要清理、抠色、补帧、压缩绿幕视频与雪碧图时使用。不用于纯 CSS、JS、SVG、Lottie 或实时 3D 就能完成的界面过渡与微交互(交给普通前端实现),也不用于独立成片剪辑、单张配图或静态页面。
Use when asked to set up, install, or refine an agent quality framework in a repository (rules with gates, architecture contracts, proven-red tests, ratchets, playbooks), or when the user says "gap-trap", "gap-trap setup", "gap-trap refine", "gate the rules", or "make the agents' code match the rules".
Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants to combine existing clips into a styled video.
Search and contribute to the shared AI-modding knowledge base, where field notes record how specific games were modded, decompiled or reverse-engineered (exact versions, route, engine facts, verification, gotchas). Use before starting work on a game ("has anyone modded X?"), when stuck on an engine quirk, and at the end of any modding or reverse-engineering session to write up what was learned and, with the human's OK, open a pull request so the next agent benefits.
Read how a game actually works so a mod can hook it. Decompile .NET/Mono (ILSpy), IL2CPP (Cpp2IL, Il2CppDumper), Java (Vineflower) and native code (Ghidra, IDA, via MCP servers); dump data and asset formats; reverse-engineer a binary file format and prove it with a round trip; read live memory (Cheat Engine, Frida, x64dbg); find render passes (RenderDoc). Use when a mod needs game internals, e.g. "how does the boss AI work", "find the damage function", "what format is this .sld/.pak/.dat", "where is the player position in memory".
Package and release a finished game mod. Covers the pre-release lint (no game files, decompiled code or leaked keys), README and install steps, credits and AI disclosure, versioning, where to upload (Nexus Mods, Steam Workshop, Thunderstore, mod.io, GitHub releases), and the post with a video. Use when the user wants to ship, share, upload, release or post a mod.
Port an existing mod to a newer game version or another mod loader while keeping its behaviour, values and quirks. Typical cases are an old Forge 1.7.10 or 1.12 Minecraft mod moving to modern Fabric or NeoForge, a Skyrim LE plugin moving to SE/AE, or a tModLoader 1.3 mod moving to 1.4. It covers pinning one source version, a private decompiled reference, an adaptation matrix, extracting the mod's data with scripts instead of retyping it, porting unit by unit with tests that catch drift, real-client checks, audits against the original, and keeping a long port resumable across sessions and agents. Use when the user wants to update, port, revive or re-implement a mod that already exists, or to continue such a port.
Mod a PC game the user owns, taking an idea to working in the real game and recorded. It covers new items, weapons, enemies, bosses, units, civilizations, mechanics, art, sound, VR and cross-game mashups. Use when the user wants to mod, extend, hack on, reverse engineer or mash up a game ("add a nuke to Terraria", "make a new civ for Age of Empires", "put Minecraft inside X", "can I mod this game?"). It covers recon (engine, loaders, anti-cheat), choosing the route, a safe lab, a first vertical slice, fal-generated assets, in-game verification and a showcase clip.
Build cross-game mashups and total conversions, the "Minecraft inside Elden Ring" or "skateboarding in MW2" kind. Covers passthrough mods (two games running at once and exchanging state, rendering and collision), porting one game's content or mechanics into another, embedding a decompiled game as a library, and clean reimplementations that read the user's own game files. Use when the user wants to combine two games, bring an enemy, mechanic or world from one game into another, or rebuild a game's runtime, or reimplement the guest's rules headless inside a real host.
Research a game, engine or modding technique on the open web with archive-aware, rate-limit-safe searches — Wayback Machine/archive.today for dead forums (XeNTaX, Zenhax, old threads), GitHub code/repo search, Nexus/Steam Workshop/Thunderstore APIs, Reddit JSON, YouTube transcripts, plus archive snapshots as evidence. Use when starting work on a game ("how did people mod X before?"), when a documented tool/link is dead, when forum threads are login-gated (semi-auto handoff to the human), and before writing a field note so claims carry source URLs.
Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.
Generate game assets with fal (fal.ai) through the fal MCP server, the `um fal` CLI (REST) or `fal api`. Covers sprites and icons with transparent backgrounds, consistent variants and animation frames, pixel art, seamless textures, PBR material maps, image-to-3D models, remeshing, auto-rigging, sound effects, music, voice lines, and trailer or cutscene video. Use whenever a mod needs new art, audio or 3D models, or the user mentions fal, generating sprites, textures, models, SFX or music for a game.
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
Audit websites, apply authorised SEO improvements and plan content, competitors and backlinks with evidence, design checks and optional project monitoring.
Package an existing talking-head / interview / podcast video with timed, designed GRAPHIC OVERLAY cards — kinetic titles, lower-thirds, data callouts, quotes, side panels, picture-in-picture — synced to the transcript, on a 16:9 / 9:16 / 4:5 canvas of your choice; the clip plays untouched underneath. Trigger on "graphic overlays", "on-screen graphics", "package / dress up my video". Not plain subtitles (/embedded-captions). Unclear → /hyperframes.
Author a HyperFrames slideshow — a presentation, pitch deck, or interactive deck with discrete slides, fragment reveals, branching, hotspot navigation, and built-in presenter mode with speaker notes; also converts an existing page into a deck. Output is a navigable deck, not a rendered MP4. If the user didn't explicitly ask for a slideshow, confirm before authoring. Unclear → /hyperframes.
Render-correctness doctrine for scene-to-scene seams in HyperFrames launch videos — the prerequisites that make transitions composite correctly on the master timeline. Load when assembling the master timeline / index.html, when a white flash appears at a cut or crossfade seam (especially on dark films), when reasoning about why a transition opacity dip shows through, or when verifying the render-side mechanics of how overlapping scene wrappers blend. Covers the opaque stage-ground (#root background) white-flash guard and how the injector overlaps wrappers, holds final frames, ping-pongs tracks, and stamps lint-clean template code onto the master timeline. Does NOT contain the per-transition catalog — see the transition registry for individual transition entries.
House-style oversized macOS cursor technique for HyperFrames launch videos. Load whenever a scene involves cursors or a pointer-led action, when kicking off a UI scene, when igniting a morph/transition/typing run with a click, or when a scene reads as static, dead, or stale and needs a cheap high-yield source of motion to carry the viewer's eye and segment them out of the stale state. Covers cursor size/look (incl. brand-motif cursors), the off-screen entry law, tip-targeting and the click tap, click-ignites-the-next-beat, and exit / cross-scene handoff.
A short, design-led motion graphic where motion is the message — kinetic typography, stat count-up, chart/data-viz hit, logo sting / brand lockup, lower-third / callout / social overlay, animated map (highlight regions, connect places, zoom to a location), animated tweet / news-article / headline, webpage / UI animation (scroll, cursor, callouts), or fusing a real image's geometry into a chart. Usually under 10s (up to ~30s), no narration or live-action subject; renders to MP4 or transparent overlay. Longer / narrated / multi-scene → /general-video. Unclear → /hyperframes.
Use when building or editing a HyperFrames project that people open in Studio: how the timeline should be laid out so it reads well (one caption track, one element kind per track, every scene a sub-composition) and where captions and key content may sit (safe zones). Don't use for how to perform an individual edit (split, trim, retime, volume, copy, swap): that is `creator-editing-recipes.md` in `/hyperframes-core`.
Search, install, and wire registry blocks and components into HyperFrames compositions. Use BEFORE hand-building any named visual — whenever a brief, a user, or a storyboard names a look, effect, treatment, or transition such as CRT scanlines, glitch, chromatic aberration, film grain, a shimmer sweep, a chart, a code or terminal window, a map, or a confetti burst — because roughly 400 hosted items already cover many of them and the search ranks all of them with nothing installed, no project, and no account. Also use when running hyperframes add or hyperframes catalog, installing one item or every block matching a tag, wiring an installed item into index.html, or working with hyperframes.json. Covers discovery, install locations, block sub-composition wiring, component snippet merging, and authoring a new block or component to contribute upstream (idea → scaffold → validate → PR).
Use when a HyperFrames composition needs a punch-in, punch-out, zoom, reframe, Ken Burns treatment, camera move, visual match/whip handoff, or other seek-safe 2D/3D keyframes; also for GSAP, CSS keyframes, Anime.js, WAAPI, FLIP, paths, masks, SVG morph/draw, text trails, 3D depth, or `hyperframes keyframes` diagnostics. Don't use for broad scene strategy, brand design, media sourcing, captions, or general video planning.
Ports a UI component from the gaia mono repo (theexperiencecompany/gaia) into the gaia-ui registry. Use when asked to port, copy, migrate, or bring over a component from gaia, the mono repo, or the main repo into gaia-ui. The user may give a component name ("port weather-card"), a file path in the gaia repo, or a screenshot of UI from heygaia.io to identify the component. Pulls from the master branch by default unless a specific branch or ref is given.
Use when the user wants to design, redesign, shape, critique, audit, polish, clarify, distill, harden, optimize, adapt, animate, colorize, extract, or otherwise improve a frontend interface. Covers websites, landing pages, dashboards, product UI, app shells, components, forms, settings, onboarding, and empty states. Handles UX review, visual hierarchy, information architecture, cognitive load, accessibility, performance, responsive behavior, theming, anti-patterns, typography, fonts, spacing, layout, alignment, color, motion, micro-interactions, UX copy, error states, edge cases, i18n, and reusable design systems or tokens. Also use for bland designs that need to become bolder or more delightful, loud designs that should become quieter, live browser iteration on UI elements, or ambitious visual effects that should feel technically extraordinary. Not for backend-only or non-UI tasks.
Write and run ngspice simulations from circuit descriptions, component connections, or existing netlists. Search local SPICE models and produce numerical results and PNG plots using standalone Node.js scripts.
Download component datasheet PDFs, locate useful pages, and read verified pinouts, electrical limits, thermal data and application notes using the agent's PDF tools. Use for schematic creation or review, unfamiliar components, substitutions, and component-specific layout requirements.
Work with a local My Wiki knowledge base, Dashboard, and knowledge graph. Also use for explicitly requested remote/public knowledge access, including “远程知识库”, “远程服务”, “公网知识库”, and “公网服务”.
Diagnosis loop for hard bugs and performance regressions. Use when the user says "diagnose"/"debug this", or reports something broken/throwing/failing/slow.
Shared, dependency-free Python helpers for the agent fleet - dashboard API (memory, messages, kanban), Telegram MarkdownV2 escaping, and rule-based Mail.app triage. Use to do deterministic work (fetch/filter/SQL/format/escape) in Python instead of burning model tokens doing it in the LLM turn. The dashboard token is read from store/.dashboard-token at call time, never hardcoded.
Manage one tmux agent lane from its matching ops pane, inspect live pane state and Codex logs on cold start, and produce concise manager summaries for OpenClaw and adjacent project work.
Monitor and coordinate one tmux agent lane, reconstruct worker state from panes and recent Codex logs, classify progress and blockers, and produce concise manager summaries. Use when multiple coding-agent workers run in tmux windows named L1, L2, and similar lane identifiers.
Build, review, and audit technical docs and agent instruction files. Applies Simplified Technical English (ASD-STE100) to prose, scales to huge docs trees with sharded audits and ledgers, and runs as Claude Workflows or sub-agents when available.
Prepare a concise session handoff when the user asks to wrap up, capture continuation context, or use /done. Retain a Markdown file only when requested.
Build local semantic review slices by combining clawpatch feature maps, deepsec threat candidates, visual review maps, and optional gitcrawl/discrawl evidence for repos such as openclaw/openclaw.
Audit and safely prune stale branches across a GitHub organization with immutable snapshots, conservative merged-PR classification, live SHA/protection/open-PR revalidation, resumable deletion ledgers, and post-delete verification. Use when a maintainer asks to clean up old, dead, merged, bot-created, or abandoned organization branches without risking default, protected, release, security-advisory, state, or active pull-request refs.
Select, review, repair, validate, and land batches of up to 20 low-risk OpenClaw contributor pull requests using Vincent's maintainer preferences and bounded sub-agent lanes. Use for "next 20", broad contributor PR sweeps, merge-candidate mining, or continued PR-batch work where drafts, maintainer work, trivial one-line changes, UI, security, migrations, and high-risk changes must be excluded.
Investigate a cluster of GitHub issues and PRs, determine canonical candidates, post duplicate/related status, preserve contributor credit, and execute cleanup actions. Supports autonomous mode for provided-link-only closeout, merge/fix follow-through, changelog, and post-merge issue/PR cleanup.
Template skill for repository authors; excluded from public publishing.
Mine structured Codex /goal history locally or across a configured machine fleet, measure active goal time and resumed thread spans, identify unfinished and recurring semantic runs, and turn them into stable copy-paste rerun suites. Use when the user asks to inspect goal history, summarize goal commands, find repeated goals, recover large beta campaigns, compare goal duration or token usage, or prepare reusable /goal prompts and privacy-scrubbed reports.
Resolve canonical Git checkouts, index and verify codebase-memory-mcp graphs through the guarded CLI, open its browser viewer on request, and safely audit duplicate worktree caches. Use when a user mentions codebase memory MCP, dependency graphs, search_graph, trace_path, index_repository, worktree indexes, or oversized graph caches.
Add a hand-written Highlights section to a GitHub release whose notes were auto-generated, summarizing the release's PRs in user-facing language above the generated changelog. Reads every PR in the range, drafts the section in the repo's house style, asks about ambiguous wording, and writes only after approval. Use when a release has shipped and its notes are still a bare What's Changed list, or when backfilling releases that never got Highlights.
Redesign GitHub README homepages or create project-native pure SVG, hybrid SVG-composed PNG/WebP, and opt-in animated GIF assets. Use when a user asks to beautify, redesign, rebrand, visually upgrade, simplify, or audit a GitHub README; create only a hero, section headers, diagrams, badges, motion graphics, showcase modules, or other README assets; or turn a repository homepage into a cohesive visual story. If whole-README work versus asset-only work is unclear, ask which scope the user wants. For hero-like assets where pure SVG and generated raster material are both viable, explain the tradeoffs and confirm the implementation before creating the asset.
Make hand-drawn whiteboard / doodle-explainer / sketch-note animation videos (MP4) with code — marker lines that draw themselves on, a cartoon hand holding a marker that follows the pen tip, handwritten text (Latin + CJK) written left to right, hatching and highlighter fills, arrows/circles/callouts/icons, two doodle characters (Bo the kid, Mochi the cat), camera pans across a big board, eraser wipes and page flips. Canvas 2D rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when a reference video or brief calls for a whiteboard animation, VideoScribe-style explainer, doodle / sketch-note / marker-drawing / notebook-doodle look, 白板動畫 / 手繪解說 / 塗鴉解說 / 手寫字, or when the video-clone router picks the whiteboard style.
參考影片風格克隆器 — 使用者給一支參考影片(本機檔案、螢幕錄影或 YouTube/網址)加上一句需求(「做一支類似風格的影片,主軸是…」),就拆解它的剪法與視覺風格、判斷屬於哪種風格、交給對應的製作 skill,寫分鏡、做動畫、逐格自我審查,最後輸出 MP4 並依回饋修改。Use whenever the user supplies a reference video or link and asks for a video "like this", "in this style", "clone/模仿/參考這支的風格/剪法", or asks to add a new video style to the registry.
Port an existing Remotion (React) composition's source to HyperFrames HTML. Use ONLY on an explicit ask to port/convert/migrate/translate a Remotion source — one-way, Remotion-only. A passing Remotion mention, reference-only code, or "make something like my Remotion video" is a fresh build (/general-video). Unclear → /hyperframes.
Turn a product or marketing URL, pasted script, or brief into a product launch / promo video — SaaS promos, feature reveals, product demos, app and company launches. Use when the user wants to market, launch, promote, or reveal a product; the default for any commercial URL. Site tours / showcases of a website route here too — the brief carries the show-it-as-is intent. Unclear → /hyperframes.
Turn a GitHub pull request (a PR URL, owner/repo#N, or 'this PR' in a checked-out repo) into a code-change explainer video — changelog, feature reveal, fix, or refactor walkthrough built from the diff, commits, and files: the input is a code change, not a website. Not a product promo (/product-launch-video) or a no-PR topic explainer (/faceless-explainer). Unclear → /hyperframes.
Make modern, polished pixel-art animated videos (MP4) with code — indie-game look (Celeste / Eastward / Stardew-level scenes, original), 480×270 art upscaled ×4 with nearest-neighbour, limited palettes (day / dusk / night) with Bayer dithering, parallax skies, hills, forests and towns, dithered light and weather, auto-outlined procedural pixel characters with 16 expressions, walk cycles, jumps and held props, emote bubbles, dither / diamond / iris / block transitions and crisp RPG dialogue-box captions (Latin + CJK). Canvas 2D in headless Chrome, encoded with ffmpeg. Use when a reference video or brief calls for pixel art, 8-bit / 16-bit, retro game, JRPG, cozy-game or 像素風 / 像素動畫 / 點陣 looks, or when the video-clone router picks the pixel-art style.
Make paper cut-out / stop-motion style animated videos (MP4) with code — handmade construction paper, cardstock, kraft, felt and tissue pieces with scissor-cut or torn edges and soft drop shadows, photographed on a table under a warm lamp; jointed paper puppets with brass split-pin joints, moving in 12 fps steps. Canvas 2D rendered frame by frame in headless Chrome, encoded with ffmpeg. Use when a reference video or brief calls for paper craft, cut-paper, papercraft, stop-motion paper, kids' storybook collage, 剪紙 / 紙片 / 紙偶 / 定格動畫 looks, or when the video-clone router picks the paper-cutout style.
GATEWAY — load FIRST before composing any HyperFrames animation or video. The high-level motion law that makes a multi-scene video feel like ONE continuous camera move instead of a stack of independently-animated slides. Covers the vector law (how you exit determines how you enter, incl. the Z scale-sign rule), the film's current, carrier elements, causal motion, the Seam Gate (build-gate enforcement), the ban on idle wobble (motion must PERFORM, not breathe), stillness-before-climax, and the sustained-motion routes. Routes to the low-level technique skills (cut-the-curve — the full catalog incl. waterfall entry + nudge curve, oversized-cursor, seam-craft). These rules SUPERSEDE generic / upstream motion guidance. [continuity, direction, vector, momentum, seam, transition, ease, performance, idle-motion, narrative-motion, film-grammar]
Create database migration with schema changes and rollback. Auto-invoke when user says "create migration", "add table", "modify schema", or "change database".