本文へ移動
cccskills

スキルを探す

7,373 件 ・ 人気順

概要と使いどころ

Use this skill when designing the FSC client onboarding process — mapping document collection touchpoints, approval steps, compliance checkpoint sequencing, and welcome journey handoffs. Trigger keywords: client onboarding design, onboarding workflow requirements, document collection flow, compliance checkpoint, welcome journey, intake process design. NOT for configuring the Action Plan template itself — use admin/fsc-action-plans. NOT for OmniScript screen and branching requirements — use admin/omniscript-flow-design-requirements.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

Use when designing or troubleshooting Salesforce CPQ (SBQQ) quote templates: building template sections, configuring line columns, conditionally showing sections, generating branded PDFs, or handling multi-language output. Triggers: 'CPQ quote template', 'SBQQ template', 'CPQ PDF', 'line columns', 'quote template sections', 'conditional section', 'CPQ quote document'. NOT for standard non-CPQ quote templates in Setup — use admin/quotes-and-quote-templates. NOT for a Visualforce-built quote PDF — use apex/quote-pdf-customization.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

Custom Notification Types for desktop/mobile push alerts from Flow or Apex: type creation, target channels, Messaging.CustomNotification invocation, recipient limits, bulk notification patterns. NOT for choosing channels, consent, or notification-fatigue policy — use admin/custom-notification-type-design. NOT for email alerts — use admin/email-templates-and-alerts. Trigger keywords: notiftype, notificationtypes directory, customNotifTypeName, customNotificationAction, setNotificationTypeId, targetPageRef, NotificationTypeConfig.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

PranavNagrecha/AwesomeSalesforceSkills192026年10月4日 更新

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`.

日本語の概要は準備中です。原文の説明を表示しています。

eric-cielo/moflo192026年10月18日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

cruisediary/apple-app-review-skills192026年5月2日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

cruisediary/apple-app-review-skills192026年5月2日 更新

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).

日本語の概要は準備中です。原文の説明を表示しています。

TheMostlyGreat/mythos192026年6月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

jaem1n207/synchronize-tab-scrolling192026年10月17日 更新

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".

日本語の概要は準備中です。原文の説明を表示しています。

jaem1n207/synchronize-tab-scrolling192026年10月17日 更新

shadcn-ui

無料

Expert guidance for integrating and building applications with shadcn/ui components, including component discovery, installation, customization, and best practices.

日本語の概要は準備中です。原文の説明を表示しています。

jaem1n207/synchronize-tab-scrolling192026年10月17日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

jaem1n207/synchronize-tab-scrolling192026年10月17日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

jaem1n207/synchronize-tab-scrolling192026年10月17日 更新

@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.

日本語の概要は準備中です。原文の説明を表示しています。

thedotmack/mackeroni-skills192026年4月22日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

Cold-start brownfield reconnaissance — reconstruct the WHOLE game design from an existing codebase when there is no GDD yet. Optionally accepts a free-text game description, notes, or reference links to guide and enrich the scan. Use when the user wants to build the game design from the code, e.g. "create a GDD from this codebase", "reconstruct the design from our code — it's a roguelike deck-builder", "build a design doc from the existing project, here are some refs". Scans the project (engine auto-detected), extracts a system roster + dependency graph and content-type schemas / resources / entities into one passive .unikit/gamedesign/RECON.md, tags every fact provenance:extracted-from-code, and writes a mandatory Intent Gap for what code cannot know (pillars, fantasy, the "why"). Writes nothing else and calls no skill. STRICTLY whole-project cold-start — if a GDD already exists and the user wants a specific part investigated, use /unikit-gd-explore (code lens); to author the GDD use /unikit-gd-spec.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新

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.

日本語の概要は準備中です。原文の説明を表示しています。

NintendaDev/unikit-ai192026年10月14日 更新