Use this skill when configuring Salesforce B2B or D2C Commerce checkout: payment methods, shipping/tax integration, guest checkout, order summary setup, and CartCheckoutSession state orchestration. Trigger keywords: checkout flow, payment adapter, shipping tax integration, guest checkout, order summary, CartCheckoutSession, Managed Checkout, Commerce checkout flow. NOT for deciding the checkout design before build (LWR vs Aura) — use admin/commerce-checkout-flow-design. NOT for writing the CommercePayments adapter class — use apex/commerce-payment-integration.
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PranavNagrecha/AwesomeSalesforceSkills☆ 19Updated Oct 20, 2026
Use when configuring or troubleshooting the B2B/B2C Commerce product catalog — ProductCatalog, ProductCategory, ProductCategoryProduct, WebStoreCatalog, CommerceEntitlementPolicy, product attributes, and product variants. Trigger keywords: product catalog, product category, commerce catalog, entitlement policy, product variants, product attributes, catalog visibility. NOT for taxonomy, attribute strategy or category navigation design — use admin/commerce-catalog-strategy. NOT for search ranking, facets or index rebuilds — use apex/commerce-search-customization. NOT for CPQ catalogs.
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PranavNagrecha/AwesomeSalesforceSkills☆ 19Updated Oct 20, 2026
Use when designing, reviewing, or troubleshooting Salesforce connected apps, External Client Apps, Named Credentials, External Credentials, and OAuth-based integration access. Triggers: 'connected app', 'OAuth flow', 'client credentials', 'JWT bearer', 'Named Credential', 'External Credential', 'integration user', 'IP restrictions', 'connectedApp-meta.xml', 'ExternalClientApplication', 'ExtlClntAppOauthSettings', 'isAdminApproved', 'refreshTokenPolicy', 'ipRelaxation', 'consumer key', 'consumer secret', 'permittedUsersPolicyType'. NOT for OAuth error codes you are already seeing — use admin/connected-app-troubleshooting. NOT for External Credential principal-type setup steps — use integration/named-credentials-setup.
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PranavNagrecha/AwesomeSalesforceSkills☆ 19Updated Oct 20, 2026
Design, review, or troubleshoot Salesforce Approval Processes. Triggers: 'submit for approval', 'approver', 'record locked', 'recall approval', 'approval step', 'discount approval', 'approvalProcess metadata', 'ProcessInstanceWorkitem', 'recordEditability', 'process order', 'no approver found', 'pending approval'. NOT for submitting or acting on approvals from Apex - use admin/approval-process-apex-patterns. NOT for CPQ Advanced Approvals (SBAA rules and chains) - use admin/cpq-approval-workflows. NOT for multi-stage cross-object orchestration with SLAs - use flow/orchestration-flows.
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PranavNagrecha/AwesomeSalesforceSkills☆ 19Updated Oct 20, 2026
Use when writing or auditing the conversational copy layer of a Salesforce bot or Agentforce agent: utterance authoring strategy, fallback message copy, escalation-criteria phrasing, and persona-consistent dialog scripting across channels. NOT for designing the bot dialog structure, intent model, or handoff architecture — use architect/einstein-bot-architecture. NOT for encoding agent tone in Agentforce system instructions — use agentforce/agentforce-persona-design.
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PranavNagrecha/AwesomeSalesforceSkills☆ 19Updated Oct 20, 2026
Print the localhost URL for The Luminarium — moflo's daemon dashboard — for the current project. Use when the user asks for "the luminarium link", "the moflo dashboard", "the daemon UI", or anything synonymous. Each project gets a deterministic port in 33000–33999; the actual bound port is recorded in `.moflo/daemon.lock`.
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eric-cielo/moflo☆ 19Updated Oct 18, 2026
Detects screenshot submission issues including launch-screen-only assets and cross-platform UI references, enforcing Guideline 2.3.3 which requires screenshots to show the app in actual use.
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cruisediary/apple-app-review-skills☆ 19Updated May 2, 2026
Detects fixed font sizes, fixed-height text containers, and Dynamic Type suppression patterns that prevent text from scaling with the user's preferred reading size, violating Apple's HIG Typography guidelines.
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cruisediary/apple-app-review-skills☆ 19Updated May 2, 2026
Explore and debate options with fresh documentation and research before committing. Use when facing a real decision with multiple plausible approaches — library/framework choice, architecture call, API or schema design, algorithm selection, or any communication / strategy call where being wrong has cost. Enumerates relevant research domains, looks up current docs and evidence-based methods, weighs options on correctness and elegance, resists bloat. Do NOT use for divergent ideation (brainstorm), extracting user intent (elicit), or reviewing already-written code (quality-review).
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TheMostlyGreat/mythos☆ 19Updated Jun 14, 2026
React composition patterns that scale. Use when refactoring components with boolean prop proliferation, building flexible component libraries, or designing reusable APIs. Triggers on tasks involving compound components, render props, context providers, or component architecture. Includes React 19 API changes.
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jaem1n207/synchronize-tab-scrolling☆ 19Updated Oct 19, 2026
Review UI code for Web Interface Guidelines compliance. Use when asked to "review my UI", "check accessibility", "audit design", "review UX", or "check my site against best practices".
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jaem1n207/synchronize-tab-scrolling☆ 19Updated Oct 19, 2026
Expert guidance for integrating and building applications with shadcn/ui components, including component discovery, installation, customization, and best practices.
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jaem1n207/synchronize-tab-scrolling☆ 19Updated Oct 19, 2026
Build UIs with Tailwind CSS — utility classes, responsive design, dark mode, custom configuration, component patterns, animations, plugins, and design system setup. Use when tasks involve styling web applications, configuring design tokens, building responsive layouts, or migrating from other CSS approaches.
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jaem1n207/synchronize-tab-scrolling☆ 19Updated Oct 19, 2026
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/CSS layouts, or when styling/beautifying any web UI). Generates creative, polished code and UI design that avoids generic AI aesthetics.
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jaem1n207/synchronize-tab-scrolling☆ 19Updated Oct 19, 2026
@thedotmack's personal landing page design system. Use this skill whenever building landing pages, marketing sites, product pages, or conversion-focused web experiences. Covers visual hierarchy, UX patterns, marketing copy, messaging strategy, and conversion optimization based on proven preferences and successful projects.
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thedotmack/mackeroni-skills☆ 19Updated Apr 22, 2026
Render the GAME-DESIGN document (the GDD) into a human-readable form — read-only Markdown chapters under docs/design/ (index, systems, flows, content, economy, glossary), with facts resolved inline from GD-IDS.yaml and drafts flagged 🚧. Optional --web also renders an HTML site from the unikit-docs template (falls back to Markdown-only if the template is absent). Use to export or publish the design for people to read, e.g. "render the GDD", "export the game design to docs", "generate readable design docs", "publish the GDD", "make a design doc site". Read-only — it never edits the GDD or registry, only renders it. This renders the game DESIGN — for the project's CODE documentation (README, docs/*, modules, architecture) use /unikit-docs.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document the codebase", "document this project's architecture", "validate the project documentation". This is CODE / project documentation only — it never documents the game design. To render the GAME DESIGN (the GDD: systems, flows, content, economy) for people to read use /unikit-gd-docs.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Mechanical consistency check for game design — answers "is the design consistent with itself?" — plus changed-scope impact analysis across all three GDD axes: systems, flows, and content types. Offline and deterministic: greps the facts registry against the documents (numbers, terms, IDs, duplicate & dangling references, roster↔disk, map freshness, Depends 3-way, status/version, AC presence, placeholder leaks, flow & content schema), and from a git diff computes which dependent systems, flows, and content a change affects. Scope is inferred: a named document checks that document; an unverified diff triggers a changed-scope pass; otherwise everything. Use when the user wants a consistency or impact check, e.g. "verify the design", "what did this change affect", "find broken references in the design". Conflicts triage into four tracks; the entailed fixes hand off to /unikit-gd-apply in one pass. This is the mechanical pass — for a subjective "is this design good" quality critique use /unikit-gd-review.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, or deeply root-cause a complex bug without fixing it yet. The ultra mode adds adaptive artifacts (a C4 view, ADRs, a dependency graph) to the research folder — run it on "ultra research", "ultra explore" or "ultraresearch"; otherwise run the default. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "run an ultra research on the save system", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Ideate a brand-new game concept with the user, from a blank page or a one-line hint to a finished CONCEPT card. Use it whenever the user wants to come up with a new game — whether the project has no design document yet, or already has one and they're exploring a fresh idea. Through a structured divergence/convergence dialogue it explores ideas, frames the hook, generates and scores concepts (market validation delegated to /unikit-gd-explore), and settles pillars, loops, motivation, and a pre-mortem. Trigger whenever the user wants to make or invent a game, doesn't know where to start, or gives a genre/theme hint, e.g. "let's come up with a game", "I don't know what game to make", "I want to make a roguelike", "a game about zombies", "a farming game", "help me come up with a concept". For researching or dissecting existing games use /unikit-gd-explore; to write an already-chosen concept as the master GDD use /unikit-gd-spec.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game use /unikit-gd-brainstorm.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026
Create and own the master game design document (GAME.md — the authored one-pager plus the generated [gen] system/flow maps) and the GD-IDS.yaml facts registry — the top-level, big-picture layer of the GDD and the machine interface the code side reads. Use it to write the master spec from a concept or dialogue, import an existing GDD (a file path or URL), edit GAME.md content ("change a pillar", "rework the monetization stance", "tweak the loop stack"), pitch the game ("pitch" → PITCH.md), re-decompose the systems ("remap"), and — importantly — to add a new system to the design map ("let's add a new system", "add a crafting system to the game design", "add this to the GDD"). This is the structural, map-level layer plus GAME.md content edits. To write or fill in the detailed parameters of one existing system, use /unikit-gd-system; to apply one edit spanning several zones at once use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
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NintendaDev/unikit-ai☆ 19Updated Oct 14, 2026