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cccskills

Results for “slots”

108 skills · sorted by relevance

Turns a campaign idea, its objectives and the supporting notes (audience material, offer facts, budget and dates, channel list) into one DRAFT one-page campaign brief: objectives, audience, one single-minded message with sourced proof points, channels and timeline, success measures with baselines, mandatories, risks and numbered open questions for the campaign owner. Use when the user asks to "write a campaign brief", "draft a creative brief for this launch", "turn this idea into a one-page brief", "tighten this brief to one page" or "build the marketing brief from these notes". Do not use for a message house, messaging pillars or a launch narrative on its own, use message-house-builder instead; for laying the campaign onto dated slots, use content-calendar-planner. Drafts for human review; never approves, authorises or signs off.

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kesslernity/awesome-copilot-agent-skills9Updated Sep 19, 2026

Builds a DRAFT content calendar for a stated period from the themes, channels, cadence rules, fixed dates and owners the user provides: one dated row per planned item with theme, channel, format, working title, owner, status and source, plus a cadence check with its arithmetic, theme balance, owner load and the slots left open. Use when the user asks to "build the content calendar for Q4", "lay these themes onto dates", "plan a month of posts across our channels", "extend the editorial calendar" or "check this calendar against our cadence". Do not use for deciding what the campaign says or why it runs, use campaign-brief-builder instead; for writing the items themselves, use announcement-drafter or internal-newsletter-drafter. Drafts for human review; never approves, authorises or signs off.

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kesslernity/awesome-copilot-agent-skills9Updated Sep 19, 2026

Load when creating, editing, or debugging Lottie/Bodymovin JSON for the local Skia Skottie player: logo/type/SVG animation, loaders, icons, UI microinteractions, lower thirds, charts, diagrams, scene motion, effects, slots, or controls; not for static raster/SVG, CSS-only motion, or video editing.

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islamu-ngo/Event8Updated Oct 21, 2026

Wählt vor komplexer Multi-Agent-Arbeit gemeinsam mit dem Nutzer eine passende, begrenzte Orchestrierung und erzeugt einen kompakten Session-Vertrag. Nutze den Skill bei /choose-your-orchestrator, bei unsicherer Kombination aus Orchestrator, Schwarm, Modellrouting oder Nutzerpräferenzmodell sowie vor Agentenprogrammen, die Modellslots, Parallelität, Spawn-Tiefe, Schreibgrenzen, Abnahme und Eskalation ausdrücklich festlegen müssen.

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ellmos-ai/skills8Updated Oct 19, 2026

Component design system: production-level tokens, variants, slots, state diagrams. Use when implementing, reviewing or testing component design system for React, Vite, Next.js or Perfect_AI projects.

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Realjustawall/Perfect-AI6Updated Oct 10, 2026

Use when designing how an Agentforce agent extracts structured input parameters (slots) from a user's natural-language utterance to invoke an action. Triggers: 'agent extract date from user', 'agent action argument extraction', 'agentforce slot filling', 'agent invocable input mapping', 'agent fails to fill required parameter'. NOT for action authoring (use agentforce/agent-actions) or for prompt-template variable binding (use agentforce/prompt-builder-templates).

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aibot88/sec_skill_store5Updated May 27, 2026

Lay out how a job search will actually run alongside a current job: the hours available each week and what they go to, how weekday daytime slots for interviews will be found, which routes to use (direct applications, job boards, scout sites, agents, referrals, public employment services) and what each one discloses to whom, how to keep the search from reaching the current employer through public profiles or workplace equipment, a single tracker of every application's stage, next action, and deadline, and a date and conditions for reviewing, reducing, or pausing the search. Use when someone has decided to start looking, or to gather information while employed, and asks how to fit it in, which routes to use, whether the applications they are running fit the time they have, or how to keep track of them; do not use to decide whether to change jobs, to pick or rate employers or job postings, to predict outcomes, or to send applications, publish profiles, or contact agents on the user's behalf.

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ficilcom/otame4-work-skills4Updated Sep 23, 2026

Read-only queue dashboard for workspace-aware ship. Shows which VERSION slots are currently claimed by open PRs, which sibling Conductor workspaces have WIP work likely to ship soon, and what slot /ship would pick next. No mutations — just a snapshot. Use when asked to "landing report", "what's in the queue", "show me open PRs", or "which version do I claim next". (gstack)

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mostafasudo/appilot3Updated Sep 14, 2026

參考圖解析 SKILL — 從截圖、Figma 連結或參考 PNG 中,分解出 proof draft(visualZones + componentIntents + spacingRecipe + contentSlots + unresolved notes)。USE FOR: 拿到新畫面設計稿或截圖時,作為 UI production pipeline 第 1 步。DO NOT USE FOR: 直接生成 normalized recipe 或 screen package(需先完成此步再進 family / MCQ 收斂)。

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eaglhuang/3klife3Updated Oct 21, 2026

Designs and audits deterministic, authority-filtered partitions of trust-typed context for already admitted bodies or abstract continuation slots. Use when causal context, obligations, disclosure boundaries, vector-space identity, capacity, and omission proofs must survive partitioning. NOT for spawning or admitting agents, choosing worker count, retrieving arbitrary knowledge, writing successor prompts, or granting tools, leases, identity, or effect authority.

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curiositech/port-daddy3Updated Oct 19, 2026

Adding a file type or upgrading any of its capability slots in the files feature (preview, edit, thumbnail, grid card, info, share, versions, conversion, diff, rail panel). Use when supporting a new extension or MIME type, building a previewer, touching FILE_TYPES, PreviewKind, FilePreview.tsx, EDITABLE_KINDS, or surfaces/single-file/, or working the FILE_SURFACES.md wishlist.

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armanisadeghi/ai-matrx3Updated Oct 21, 2026

Locate CCSPointScript_OnCustomHudClicked in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSPointScript_OnCustomHudClicked" (symbol CCSPointScript_OnCustomHudClicked). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSPointScript_OnCustomHudClicked, CCSPointScript_OnCustomHudClicked

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSPlayerInventory::GetItemInLoadout in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayerInventory::GetItemInLoadout" (symbol CCSPlayerInventory_GetItemInLoadout). Non-virtual inventory method resolving a player's loadout item. Shortlist via callers inside CCSPlayerInventory code that walk the loadout item cache (m_pSOCache / CGCClientSharedObjectCache), and via the CSO/econ loadout message paths. The function takes an item definition index + loadout slot and returns the matching CEconItemView — the body iterates a small item list comparing definition indices and loadout slots. Trigger: CCSPlayerInventory_GetItemInLoadout, CCSPlayerInventory::GetItemInLoadout

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSPlayer_WeaponServices::DropWeapon in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the WeaponPaints gamedata entry "CCSPlayer_WeaponServices::DropWeapon" (symbol CCSPlayer_WeaponServices_DropWeapon). This is a VIRTUAL function — emit the vtable slot, NOT a byte signature. Resolve the CCSPlayer_WeaponServices vtable via RTTI and identify the DropWeapon slot: the body takes a CBasePlayerWeapon handle/pointer, detaches it from the player, spawns the dropped weapon entity and transfers ownership. Verify by xrefs from weapon-drop commands (!!drop) and pickup logic. vtable slots commonly differ between platforms — never assume identical indices. Trigger: CCSPlayer_WeaponServices_DropWeapon, CCSPlayer_WeaponServices::DropWeapon

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSCustomHudLayout_SetDialogVariableStringForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableStringForPlayer" (symbol CCSCustomHudLayout_SetDialogVariableStringForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableStringForPlayer, CCSCustomHudLayout_SetDialogVariableStringForPlayer

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSCustomHudLayout_SetDialogVariableString in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetDialogVariableString" (symbol CCSCustomHudLayout_SetDialogVariableString). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetDialogVariableString, CCSCustomHudLayout_SetDialogVariableString

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSCustomHudLayout_SetHasClass in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClass" (symbol CCSCustomHudLayout_SetHasClass). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClass, CCSCustomHudLayout_SetHasClass

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSCustomHudLayout_SetHasClassForPlayer in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetHasClassForPlayer" (symbol CCSCustomHudLayout_SetHasClassForPlayer). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetHasClassForPlayer, CCSCustomHudLayout_SetHasClassForPlayer

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CCSCustomHudLayout_SetInputCaptureEnabled in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CCSCustomHudLayout_SetInputCaptureEnabled" (symbol CCSCustomHudLayout_SetInputCaptureEnabled). The gamedata consumer stores a BYTE SIGNATURE for this entry - ALWAYS emit the func schema (func_sig), never vfunc fields. The function may be virtual; locating it via the owning class vtable (RTTI) is a fine strategy, but once found, read its head bytes and emit func_sig. Locate via cross-references, distinctive constants/strings, callers of related symbols, or vtable slots; verify by decompilation before committing. Trigger: CCSCustomHudLayout_SetInputCaptureEnabled, CCSCustomHudLayout_SetInputCaptureEnabled

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Find and identify the CBaseTrigger::StartTouch and CBaseTrigger::EndTouch overridden virtual functions in the CS2 server binary using IDA Pro MCP. Use this skill when reverse engineering server.dll or libserver.so to locate the trigger-volume touch-list add/remove handlers by RTTI-walking CBaseTrigger's and CBaseEntity's primary vtables and diffing them slot-by-slot to find CBaseTrigger's overrides, then identifying which two overridden slots implement "add pOther to the touching-entities list" (StartTouch) versus "remove pOther from the touching-entities list" (EndTouch). Trigger: CBaseTrigger_StartTouch, CBaseTrigger_EndTouch

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate CBasePlayerController::FakeClientFlags in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "CBasePlayerController::FakeClientFlags" (symbol CBasePlayerController_FakeClientFlags). This is a VIRTUAL function - resolve the CBasePlayerController::FakeClientFlags vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: CBasePlayerController_FakeClientFlags, CBasePlayerController::FakeClientFlags

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate BotProfile::WeaponPref in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::WeaponPref" (symbol BotProfile_WeaponPref). This is a VIRTUAL function - resolve the BotProfile::WeaponPref vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_WeaponPref, BotProfile::WeaponPref

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate BotProfile::LookAngleDampingAttacking in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::LookAngleDampingAttacking" (symbol BotProfile_LookAngleDampingAttacking). This is a VIRTUAL function - resolve the BotProfile::LookAngleDampingAttacking vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_LookAngleDampingAttacking, BotProfile::LookAngleDampingAttacking

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026

Locate BotProfile::WeaponPrefCount in CS2 server.dll / libserver.so via IDA Pro MCP and emit a fresh, minimal-unique signature or offset for the local gamedata entry "BotProfile::WeaponPrefCount" (symbol BotProfile_WeaponPrefCount). This is a VIRTUAL function - resolve the BotProfile::WeaponPrefCount vtable via RTTI and identify the slot, then emit the slot. Verify by xrefs from expected call sites. vtable slots commonly differ between platforms - never assume identical indices. Trigger: BotProfile_WeaponPrefCount, BotProfile::WeaponPrefCount

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mrc4tt/CS2_VibeSignatures3Updated Oct 20, 2026