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Agent Skill · 前端设计

card(card 搜索)

card 用于处理 GitHub 仓库、Issue、Pull Request 和代码协作信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要围绕仓库状态、代码变更或协作事项进行整理时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

card 是前端设计类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为接触敏感数据;许可证信息还不明确,第三方扫描已通过,按安装量在前端设计类的 10,216 个 Skill 里排第 7,512。

总安装 367周安装 15GitHub Stars 37下载 118核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
unknown

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:card(card 搜索)
来源仓库:https://github.com/simhacker/moollm
仓库路径:skills/card
安装命令:
npx skills add https://github.com/simhacker/moollm --skill card
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/simhacker/moollm --skill card

这个 Skill 是做什么的

前端设计类 Skill 关注页面结构、视觉规范和组件写法,输出通常是可运行的界面代码。

card用于处理GitHub仓库、Issue、Pull Request和代码协作信息。它适合围绕仓库状态、代码变更或协作事项进行整理,提升开发流程透明度。可通过npx skills add命令从GitHub仓库安装,具体用法需结合原始README进一步确认。安装前请核实权限范围、维护状态及是否涉及联网或文件操作。

card 属于前端设计类 Skill,可作为该场景下的辅助能力补充。

来源仓库内路径:skills/card

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/simhacker/moollm --skill card;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要接触敏感数据,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

card 怎么安装?

在终端执行 npx skills add https://github.com/simhacker/moollm --skill card。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

card 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

card 需要什么权限?

权限级别是接触敏感数据。该 Skill 可能接触密钥、Token、环境变量或敏感配置,应进入高风险复核队列,默认不自动发布。

card 是免费的吗?

公开资料没有标注明确许可证,收费和商用限制都无法确认。正式使用前请到来源仓库核对授权说明。

card 用的人多吗?

公开数据是累计安装 367 次,近一周安装 15 次,下载 118 次,GitHub 37 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

card 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 需要接触敏感数据,装到常用环境前要先评估影响面。
  • 许可证没有明确标注,能不能商用、能不能再分发都不确定。
  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理前端设计类任务、又不想每次都手写提示词的人。

不太适合

  • 环境里有大量密钥、凭证,不方便给第三方 Skill 读取的人。
  • 需要明确授权才能用到公司项目里的场景。
  • 需要厂商级技术支持和 SLA 的生产系统。

前端设计类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
frontend-design

前端设计 · Codex、Claude

8,823,360126,072只读MIT通过
vercel-composition-patterns

Vercel 组合模式 · Codex、Claude

3,858,81625,893需要联网MIT通过
vercel-react-native-skills

Vercel React native skills 前端 · Codex、Claude

2,468,66425,878只读MIT通过
adapt

adapt 搜索 · Codex、Claude

2,027,04023,125操作浏览器未明确通过
bolder

bolder 分析 · Codex、Claude

2,004,28823,130只读未明确通过
card

card 搜索 · 本页

36737接触敏感数据未明确通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

Card

Portable tokens of capability, identity, and access.

Cards are templates. Put them "in play" in a room to activate them.

[!TIP] Hero-stories. Actors. Safe pointers to wisdom. No risks of impersonation, just tribute, storytelling, skill sharing and composing.

The Card Pun Stack — What A CARD Is

"Card" elegantly puns across a stack of well-proven computing concepts. MOOLLM's CARD sits at the intersection of all of them, and borrows from each. Take the richness as intentional:

LineageWhat it contributesHow it shows up in CARD.yml
🎴 HyperCard (Bill Atkinson, 1987)A card as a self-contained navigable unit with fields, buttons, scripts — a little interactive object you can page through, link to, and stack. "Everything is a card."card: identity, navigation:, advertisements: that surface actions the way HyperCard buttons did
💾 Type Library / IDL / ActiveX / OLE Control (Microsoft, 1990s)Dispatch metadata describing an object's interface: its methods, properties, events, IDs. Binary in COM; human-readable YAML for us.methods:, state:, k_lines: (our stand-in for UUIDs), inherits: (analog to COM aggregation)
🎭 Actor (Hewitt 1973; Agha 1986)A message-receiving autonomous entity with its own state, responding to messages by sending messages or changing state. Concurrency is inherent.The whole card is an actor signature; advertisements describe the messages this actor handles
🧵 Thread / ProcessA unit of control with its own identity, lifecycle, and dispatchable surface.Cards are dispatchable in parallel; state: is the actor-thread's local memory
📬 Message Dispatching Surface (Smalltalk/Self/Objective-C)The OO insight: methods aren't called, messages are sent, and the receiver decides what to do. Late binding, polymorphism, duck typing.methods: ≠ functions; they're the messages this card responds to. DOP delegation composes dispatch across parent cards.
🃏 Trading / Playing CardPortable token of identity and capability — you collect them, play them, trade them. Front = identity/rarity; back = mechanical rules.rarity:, tier:, emoji:, tagline:, the whole collectible ethos (hero-stories, soul-chat)
🎯 Business Card / Index CardSniffable surface. Hand it to someone, they know who you are, how to reach you, what you do.tagline:, description:, the entire "sniffable interface" framing

A CARD is all of these at once — that's the design, not accident. When you encounter a CARD.yml, you're looking at:

  • an interface definition (like IDL) describing a dispatchable surface,
  • a HyperCard you can navigate to, activate, and page through,
  • an actor signature describing a message-receiving entity with local state,
  • a type library entry in a distributed, human-readable, zero-ceremony registry (the filesystem itself),
  • a collectible token with rarity, identity, and portability, and
  • a business card you can hand to a reader (human or LLM) to say "this is what I am and what I do."

The richness is load-bearing. Every time you write methods:, advertisements:, k_lines:, or inherits:, you're simultaneously:

  • declaring an interface (IDL-style),
  • describing an actor's message-handling surface (Hewitt-style),
  • exposing navigation/activation triggers (HyperCard-style),
  • publishing metadata that tooling and LLMs can sniff without execution (TypeLib-style),
  • presenting a portable token of identity (trading-card-style).

This is why a CARD-only directory (no SKILL.md) is already a first-class dispatchable object. The CARD isn't documentation for the skill — it is the skill's interface, actor, card, type library, and business card rolled into one YAML file.

💡 *The other meta-skills (skill, prototype, schema, file-system-object) each name one aspect of the MOOLLM object system. card names the interface-and-actor surface itself — the CARD is the handle by which everything else is invoked.*

📑 Index

Architecture

Card Types

Mechanics


Card Architecture

KEY INSIGHT: Cards are ACTIVATION TRIGGERS, not activation handlers.

This is the most important concept in MOOLLM card design.

The Fundamental Distinction

CARD.ymlSKILL.md
PurposeDecide IF this skill appliesExplain HOW to execute
RoleActivation triggerActivation handler
ContentSniffable interfaceFull documentation
Size~150-200 linesAs needed
LLM readsFirst, to decideSecond, if activated

The CARD asks: "Does this situation call for me?" The SKILL.md answers: "Here's how to actually do it."

Recommended Section Order

Order sections for optimal LLM scanning:

# 1. Identity (who am I?)
card:
  id: my-skill
  name: "My Skill"
  emoji: 🎯
  tagline: "One-line pitch"
  description: "Brief paragraph"

# 2. Files index (what else should LLM read?)
files:
  - SKILL.md
  - examples/

# 3. K-lines (what concepts does this activate?)
k-lines:
  activates: [MY-SKILL, RELATED-CONCEPT]

# 4. Invoke when (trigger conditions)
invoke_when:
  - "Situation that calls for this skill"

# 5. ADVERTISEMENTS — PRIMARY! Put BEFORE methods!
advertisements:
  DO-THE-THING:
    score: 90
    condition: "When this applies"

# 6. Methods (signatures only, implementations in SKILL.md)
methods:
  DO-THING: { signature: "DO-THING [arg]" }

# 7. State (brief field list)
state:
  fields: [field1, field2]

# 8. Documentation pointers
documentation:
  SKILL.md:
    - "§ Detailed section"

Why Advertisements Before Methods?

Advertisements are the PRIMARY activation signal:

  1. LLM scans top-down looking for "does this apply?"
  2. Ads answer that question directly
  3. Methods are secondary — only relevant AFTER activation
  4. Front-loading ads speeds up skill selection
# GOOD — Ads first
advertisements:
  PET-THE-CAT:
    score: 80
    condition: "Cat is present"

methods:
  PAT: { signature: "PAT [cat]" }

# BAD — Methods first (LLM has to read past them)
methods:
  PAT: { ... long list ... }
  SCRITCH: { ... }
  # ... many more ...

advertisements:  # Too late! LLM already moved on

What Goes Where

In CARD.yml (sniffable interface)
# YES — Include these
- Brief description + tagline
- Files index (for one-shot activation)
- K-lines (activation vectors)
- Advertisements (PRIMARY!)
- Method SIGNATURES (one-liners)
- Brief state schema (field names only)
- Documentation pointers

# NO — Move these to SKILL.md
- Implementation details
- Detailed protocols with sequences
- Dispatch tables
- Dialogue examples
- Full state schemas with types
- Worked examples
In SKILL.md (full documentation)
- ## 📑 Index (link to each section)
- Detailed method implementations
- Protocols with step sequences
- Dispatch tables (actor_verb_target)
- State schemas with types and defaults
- Integration points with other skills
- Mechanics explanations
In examples/ (worked examples)
# Separate files with descriptive names
examples/
  ceremony-invocation.yml    # Good!
  buff-chain-trigger.yml     # Good!
  example1.yml               # Bad — not descriptive

Method Placement Rules

SituationPlace InExample
Short signatureCARD methodsPAT: {signature: "PAT [cat]"}
Trivial inlineAdvertisementmethod: "PAT [nearest-pet]"
Detailed protocolSKILL.mdDispatch tables, sequences
Multiple variantsSKILL.mdSpecies-specific versions
Dispatch tableSKILL.mdcat_sniffs_dog, etc.
Embed in CARD when:
  • Method is SHORT (one-liner signature)
  • Method is UNIQUE to this skill
  • Just showing signature, not implementation
Embed in advertisement when:
  • Method is TRIVIAL (buff, reply, simple prompt)
  • Method is AD-SPECIFIC (only makes sense in this trigger)
Delegate to SKILL.md when:
  • Method has DETAILED protocol (sequences, tables)
  • Method is SHARED with other skills
  • Method has multiple VARIANTS
  • Method needs EXAMPLES to understand

Target Card Size

card_yml: ~150-200 lines
skill_md: As long as needed, but indexed
examples:  Separate files, descriptively named

smell: "If CARD > 300 lines, refactor"

What's a Card?

Cards are portable tokens you can carry, give, play, and activate.

The Card Intersection

CARD.yml sits at the intersection of *many* card traditions, each contributing essential meaning:

TraditionWhat It ContributesIn CARD.yml
PC Board CardSlot/interface — plugs into a systemCards plug into rooms, skills, activations
HyperCardNavigable unit of contentEach card is a stack, browsable, clickable
Playing CardsCombinable, playable, deckableCards compose into decks, hands, plays
Magic: The GatheringAbilities, costs, types, combosMethods, state, synergies, triggered effects
PokémonCreatures with stats, evolutionCharacters with sims_traits, mind_mirror, growth
FluxxCards that change the rulesMeta-cards that modify the game itself
TarotArchetypal symbols, promptsK-lines as archetypal activation
Business CardsContact, credentials, introHero-Story cards introduce traditions
Key CardsAccess tokensRoom access, capability gates
Hollerith CardsData as physical artifactYAML as punchable, portable data

The genius is the layering. When you create a CARD.yml, you're creating:

  • An interface slot (PC board) that plugs into the MOOLLM system
  • A navigable document (HyperCard) that LLMs can browse and activate
  • A playable piece (playing card) that can be dealt, held, played
  • A creature with abilities (MTG/Pokémon) that has stats and moves
  • A rule modifier (Fluxx) that can change the game
  • An archetypal pointer (Tarot/K-line) that invokes patterns
  • An access token (key card) that grants capabilities

All at once. Different contexts activate different metaphors.

Card Examples by Tradition

TypeExamples
Trading cardsHero-Story cards for real people's traditions
Playing cardsActions, abilities, spells to play
Magic: The GatheringComplex cards with costs, effects, combos
Pokémon cardsCharacters with stats, moves, evolution
Fluxx cardsRule-changing cards — play to modify the game itself
Tarot cardsArchetypal symbols, prompts for reflection
Business cardsContact info, credentials, introductions
Pleasure cardsMemberships, VIP access, perks
Key cardsAccess tokens for rooms and resources
ReceiptsProof of transaction, claim tickets
TicketsEntry passes, reservations, permissions
CouponsRedeemable capabilities, discounts
Hollerith cardsPunch cards — data as physical holes!
QR codesScannable data, links, actions
Wallet cardsApple/Google Pay — phone as card carrier

A card is anything you can carry in your inventory and play when needed.


Sidecar CARD.yml Pattern

Any entity that lives in a directory can have a sidecar CARD.yml file that makes it card-playable:

pub/
├── ROOM.yml           # The room definition
├── CARD.yml           # Makes the pub a playable card!
└── ...

characters/don-hopkins/
├── CHARACTER.yml      # Character definition
├── CARD.yml           # Don's trading card representation
└── ...

objects/magic-lamp/
├── OBJECT.yml         # Lamp definition
├── CARD.yml           # Card for summoning/playing the lamp
└── ...

Why Sidecars?

  • Separation of concerns — Entity definition vs. card representation
  • Optional — Not everything needs to be a card
  • Composable — Same entity, multiple views
  • Portable — Card data can reference the entity by path

Sidecar Card Schema

# pub/CARD.yml — makes the pub a playable card
card:
  for: ./ROOM.yml           # What this card represents
  type: location-card       # Card type

  # Card-specific presentation
  name: "Gezelligheid Grotto"
  art: "cozy-coffeeshop.png"
  flavor: "Where good vibes flow like espresso"

  # What playing this card does
  advertisements:
    VISIT:
      description: "Teleport party to this location"
      effect: "Set party.location = pub/"

    SUMMON:
      description: "Bring the pub's vibe to current room"
      effect: "Apply pub buffs to current location"

Character Cards

Characters automatically become tradeable/playable:

# characters/don-hopkins/CARD.yml
card:
  for: ./CHARACTER.yml
  type: hero-story        # Real person tradition

  # K-line activation
  tradition: "HyperCard, SimCity, OLPC, procedural rhetoric, Maxis"
  concepts:
    - pie_menus
    - constructionist_games
    - micropolis

  # Playing the card
  summon: |
    Activate Don's documented ideas:
    - Pie menu interaction patterns
    - Constructionist game design
    - Urban simulation philosophy

The Big Idea

graph TD
    C[📇 Card Template] -->|clone + parameterize| I[🎴 Instance in Room]
    I -->|has| S[State: goals, vars, stack]
    I -->|lives in| R[🚪 Room]
    R -->|can hold| M[Multiple instances]

A card is a capability template — a tool, character, function, familiar, key, receipt.

A card in play is an instance with:

  • Local variables
  • Parameters
  • Goal stack (what it's trying to do)
  • Return value (when done)
  • Room it lives in

You can have multiple activations of the same card, in the same or different rooms. They're independent task instances.


Activation Records

Full specification: ACTIVATION.md

Playing a card = creating an activation record — an instantiated method with persistent state.

ConceptDescription
Multiple methodsCards have any number of methods (like Self objects)
Implicit paramsLLM infers parameters from context (POSTEL)
Pure state cardsCards can be just state, no methods
Activation lifecyclepending → in_progress → completed
AdvertisementsActivations expose buttons others can press
Room participationRooms can press buttons on cards in play
Cross-card interactionCards trigger each other's methods

The Sims meets Magic: The Gathering — autonomous agents with triggered abilities.


Fluxx Cards: Rules That Change Rules

Full specification: FLUXX.md

Inspired by Fluxx, some cards modify the game itself.

FeatureDescription
Rule modificationCards can change room.rules on play
StackingMultiple Fluxx cards stack effects
Meta-FluxxRules about rules (prevent further changes)
DispelCards can advertise removal actions

Fluxx cards make MOOLLM a self-modifying game.


Data Flow Ensembles

Full specification: ENSEMBLES.md

Cards can contain coordinated ensembles of generators, transformers, and consumers.

FeatureDescription
POSTEL bindingComponents self-wire by compatible inputs/outputs
Factorio-styleQueues with capacity, overflow, backpressure
Natural languageDescribe wiring in plain English
OrchestrationCard tracks ensemble health and bottlenecks

Factorio meets Dataflow meets Natural Language — pipelines assembled by intent.


Cards Advertise

Just like objects in rooms, cards advertise what they can do:

# Git Goblin card
advertisements:
  - action: BISECT
    description: "Binary search for bug introduction"
    score_if: "debugging AND has_git_repo"
    score: 90

  - action: BLAME
    description: "Find who changed this line"
    score_if: "examining_code"
    score: 70

  - action: LOG
    description: "Show commit history"
    score: 50

In inventory: Advertisements visible but lower priority.

Played in room: Card's advertisements merge with room objects. Best action wins regardless of source.

Multiple cards: All advertisements compete. The right tool for the moment rises to top.


Why K-Lines Are Safe

[!IMPORTANT] Cards for real people don't need proxy abstractions.

A "Dave Ungar" card doesn't impersonate Dave Ungar. It activates the tradition:

  • Self language, prototype-based inheritance
  • "It's About Time" compilation philosophy
  • Message-not-class thinking

This is like citing someone's work, not pretending to be them.

card:
  name: "Dave Ungar"
  type: person
  # NOT impersonation — K-line activation

  invokes:
    - "Self language"
    - "Prototype-based inheritance"
    - "ITS-ABOUT-TIME compilation"
    - "Message-passing purity"

  wisdom: |
    "Programming should be about the experience
    of programming, not fighting the language."

When you "play" this card, you invoke the tradition — not simulate the person.


Card Types

TypeWhat It IsExamples
personReal human's wisdomDave Ungar, Seymour Papert
characterFictional personaThe Gardener, The Archivist
toolA capabilityfs.read, search.vector
functionA proceduresummarize, repair
familiarHelper spiritGit Goblin 🧌, Index Owl 🦉
conceptAn ideaPOSTEL, YAML-JAZZ
placeA location linkkernel/, skills/

Card Anatomy

Hero-Story (Real Person)

card:
  name: "Dave Ungar"
  type: person

  # K-line activation — what tradition this invokes
  invokes:
    - "Self language"
    - "Prototype-based inheritance"
    - "ITS-ABOUT-TIME compilation"
    - "Message-not-class thinking"

  wisdom: |
    "Programming should be about the experience
    of programming, not fighting the language."

  contributions:
    - "Self programming language"
    - "Morphic UI framework"
    - "Optimistic compilation"

  stats:
    wisdom: 10
    influence: 9
    domain_expertise: ["languages", "VMs", "UI"]

Familiar (Tool Spirit Animal)

card:
  name: "Git Goblin"
  type: familiar
  emoji: "🧌"
  enthralled_by: "Linus Torvalds" # My master (I mean main)!

  abilities:
    - "Track changes"
    - "Commit with message"
    - "Navigate history"

  parameters:
    repo_path: { type: string, required: true }

  stats:
    power: 7
    reliability: 9
    learning_curve: 4

  synergizes_with:
    - "Session Log"
    - "Plan Then Execute"

Putting Cards in Play

When you activate a card in a room:

# Instance in room: .agent/rooms/debug-session/

activation:
  card: "Git Goblin"
  instance_id: "goblin-001"
  room: ".agent/rooms/debug-session/"

  # Instance-specific state
  parameters:
    repo_path: "/path/to/repo"

  state:
    current_branch: "main"
    uncommitted_changes: 3

  goals:
    - "Find when bug was introduced"
    - "Bisect to culprit commit"

  subgoals: []

  return_value: null  # Filled when done

Multiple Instances

Same card, different activations:

.agent/rooms/
  debug-session/
    goblin-001.yml      # Git Goblin hunting a bug
    goblin-002.yml      # Git Goblin checking history
  feature-work/
    goblin-003.yml      # Git Goblin managing commits

Each instance has its own state, goals, and lifecycle.


Contents

FilePurpose
SKILL.mdFull protocol documentation
CARD.yml.tmplTemplate for new cards
COLLECTION.yml.tmplTemplate for card collections

Familiars (Special Cards)

Cards that embody tool capabilities as helpful spirits:

FamiliarEmojiDomain
Git Goblin🧌Version control
Index Owl🦉Search and lookup
Memory Moth🦋Context management
Repair Imp🔧Self-healing
Session Scribe📜Logging

See P-HANDLE-K — familiars are safe K-line wrappers.


Actor Lineage

Cards-in-play ARE actors in the classic sense:

TraditionContributionIn MOOLLM
Hewitt (1973)Independent concurrent agentsCards have independent state
Simula (1967)Coroutines with stateCards persist between messages
Smalltalk (1972)Everything is message passingGoals and returns are messages
Self (1987)Prototypes, no classesCards are cloned, not instantiated
Cards are prototypes. Activation clones them into actors.

The microworld (filesystem) is the stage. Rooms are the scenes. Cards are the performers.


The Intertwingularity

graph LR
    TC[🎴 card] -->|activates in| R[🚪 room]
    TC -->|can speak via| SC[💬 soul-chat]
    TC -->|logged by| SL[📜 session-log]
    TC -->|composes via| DOP[delegation-object-protocol]

    R -->|holds instances of| TC
    SC -->|voices for| TC

Dovetails With

Sister Skills

SkillRelationship
room/Cards activate in rooms. Rooms hold card instances.
soul-chat/Cards can speak — hero-stories, familiars, all have voice
adventure/Cards are your companions on quests
play-learn-lift/Card creation follows PLL — play with ideas, learn patterns, lift into cards

Protocol Symbols

SymbolMeaningLink
TRADING-CARDCapabilities as cardsPROTOCOLS.yml
HERO-STORYReal person cards (safe)PROTOCOLS.yml
FAMILIARTool spirit animalsPROTOCOLS.yml
P-HANDLE-KWhy K-lines are safePROTOCOLS.yml
ACTORCards-in-play are actorsPROTOCOLS.yml
CARD-IN-PLAYActivated instancePROTOCOLS.yml
INVENTORYThings characters carryPROTOCOLS.yml

Meta

Navigation

DirectionDestination
⬆️ Upskills/
⬆️⬆️ RootProject Root
🚪 Sisterroom/
💬 Sistersoul-chat/

平台分布

Codex

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按下载量换算45

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安全审计

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通过

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通过

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通过

权限和风险

接触敏感数据

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安装前确认

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