Use Comfy's first-party local comfy-mcp server and comfy-cli to inspect or control a local ComfyUI or Comfy Desktop instance. Trigger for local ComfyUI/Comfy Desktop health checks, installed node/model/template discovery, workflow inspection or validation,…
pirate-608/dsh-multi-tools
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Skills in this repository
Showing 22 of 22 collected skills.
Operate Adobe After Effects through the ae-mcp integration. Use when the user asks DSH to inspect, diagnose, create, or modify an After Effects project or composition; work with layers, footage, text, shapes, cameras, lights, effects, masks, markers,…
Operate Adobe Photoshop through the photoshop MCP server on Windows. Use when the user asks DSH to inspect a Photoshop session or active PSD/PSB/image; open, create, or save documents; inspect selection or layer information; add text layers or filled pixel…
Operate Adobe Premiere Pro through the bundled Premiere MCP integration with Windows app control as a fallback. Use when the user asks DSH to inspect, open, or create a Premiere project; import and organize media; edit sequences or timelines; trim clips; add…
Use the integrated autocad-mcp tools to create, inspect, modify, annotate, verify, and export AutoCAD DWG/DXF drawings or headless DXF files. Trigger for AutoCAD, CAD, DWG, DXF, 2D drafting, layers, blocks, dimensions, P&ID, mcp__autocad__drawing screenshots,…
Normalize, register, and validate user-provided or separately generated raster assets for Ren'Py projects. Use for visual-novel backgrounds, CGs, character sprites, transparent UI art, or converting approved images into game-ready files.
Develop, review, and maintain Ren'Py visual novel projects. Use when the user asks about Ren'Py, .rpy/.rpym scripts, visual novel routes, screens, GUI customization, images/audio assets, localization, Ren'Py lint/build/test workflows, or this GoldenFall-style…
SolidWorks CAD 自动化技能,可通过 Python COM 接口与 OpenClaw / DSH / Claude 协作控制 Windows 上运行的 SolidWorks,用于零件建模、装配体、工程图、钣金、焊件、仿真、文件导出、自定义属性、设计表、配置管理,以及 OBJ/STL/STEP 等外来模型导入;当用户提到 SolidWorks、SW、OpenClaw、龙虾、3D 建模、CAD、零件、装配、工程图、钣金、焊件、导出…
Source text: Chinese
AutoCAD 自动化技能。用于让 DSH/Claude 在 Windows 上通过 Python COM/ActiveX 直连本机 AutoCAD 进行二维绘图、图层/文字/标注/块处理、DWG/DXF/PDF 导出、批量修改、工程图自检,以及在 COM 不足时切换到 AutoLISP/SCR 或 AutoCAD .NET 插件路线;当用户提到 AutoCAD、CAD、DWG、DXF、画图、出图、图层、标注、块、批量改图、AutoLISP、ObjectARX、.NET 插件、DSH 接入 CAD…
Source text: Chinese
SolidWorks 多圆角/倒角 CNC 零件自动化子技能。用于创建或修改圆角、倒角很多的机加工件、铝合金安装座、连接块、外壳、支架、沉孔安装板等模型;当任务涉及 FeatureFillet、InsertFeatureChamfer、稳定选边、孔口倒角、圆角矩形外轮廓、CNC 减重口袋、STEP 导出和预览审查时使用。
Source text: Mixed languages
SolidWorks 螺丝孔/螺纹孔自动化子技能。用于创建或修改 M3/M4/M5/M6/M8 等内螺纹孔、攻丝底孔、盲孔/通孔、孔口倒角、装饰螺纹、可见 3D 螺旋线和螺纹参数属性;当用户要求“画螺丝孔”“有螺纹的孔”“攻牙孔”“M6x1 盲孔”“螺纹安装孔”“Hole Wizard/ThreadFeatureData/CosmeticThread”或需要导出 STEP 并审查螺纹孔模型时使用。
Source text: Mixed languages
SolidWorks VibeCAD 参数化设计规划子技能。用于把自然语言机械设计需求转成结构化设计计划、制造规则检查、SolidWorks API 执行摘要和审查门禁;当任务涉及 text-to-CAD、vibecoding 固化、行业知识库、提示词模板、参数化建模计划、CNC 安装座/连接块/支架批量生成时使用。
Source text: Mixed languages
Build and modify Unity 2D games through Unity MCP. Use for sprites and sprite import settings, 2D cameras, orthographic framing, 2D physics, Rigidbody2D and Collider2D behavior, joints, sorting layers, tile or grid-based levels, 2D animation, parallax,…
Design, block out, light, and validate Unity 3D scenes through Unity MCP. Use for level grayboxing, ProBuilder geometry, GameObject hierarchy, materials, terrain-like layouts, cameras and Cinemachine, 3D colliders and rigidbodies, lighting, light or…
Configure, build, validate, and package Unity player releases through Unity MCP. Use for Windows, macOS, Linux, Android, iOS, WebGL, UWP, tvOS, visionOS, or dedicated-server builds; Build Profiles, build scenes, product and bundle settings, versioning,…
Create, import, configure, and integrate Unity visual or audio content through Unity MCP. Use for textures and sprites, models, materials, shaders, animation clips and Animator Controllers, particles, Visual Effect Graph, LineRenderer and TrailRenderer…
Reproduce, diagnose, fix, and regression-test Unity failures through Unity MCP. Use for C# compile errors, console exceptions, failing EditMode or PlayMode tests, broken scenes or prefabs, missing references, physics bugs, input or UI failures, package and…
Implement and refactor Unity gameplay systems through Unity MCP. Use for C# MonoBehaviours, ScriptableObjects, input, character or vehicle controllers, combat, interactions, spawning, inventory, state machines, events, save data, prefabs, scene flow, gameplay…
Orchestrate cross-domain Unity Editor work through the DSH Unity MCP preset. Use for broad Unity tasks, connection recovery, known-instance selection, cross-domain coordination, or requests that do not fit one specialized Unity skill.
Measure and improve Unity performance through Unity MCP. Use for CPU or GPU frame-time spikes, garbage collection, memory growth or leaks, draw calls, batches, overdraw, physics cost, asset memory, loading or runtime hitches, mobile or XR budgets, Profiler…
Configure and audit an existing Unity project through Unity MCP. Use for project initialization, package installation or removal, render-pipeline checks, Input System or Cinemachine setup, tags, layers, physics defaults, scene lists, ScriptableObject…
Design, build, and visually validate Unity interfaces through Unity MCP. Use for UI Toolkit UXML and USS, UIDocument and PanelSettings, uGUI Canvas hierarchies, TextMeshPro, menus, HUDs, dialogs, settings, inventory, responsive anchors and layouts, controller…