Use when planning, configuring, or maintaining a Salesforce Mobile Publisher branded app — a customer-facing or partner-facing mobile app distributed through Apple App Store or Google Play, built on either the Experience Cloud (LWR/Aura) Mobile Publisher template or the Field Service Mobile Publisher template. Triggers: 'salesforce mobile publisher branded app', 'experience cloud mobile app store distribution', 'mobile publisher push notifications certificate', 'app store review rejection salesforce', 'mobile publisher version policy update'. NOT for the standard mobile app — use admin/lightning-app-builder-advanced. NOT for Field Service mobile — use admin/fsl-mobile-app-setup.
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/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use when a Lightning record page, home page, or app page is slow to load or render — covers Experienced Page Time (EPT) analysis, component count reduction, progressive disclosure via tabs and conditional rendering, Lightning Experience Insights diagnostics, and DOM/XHR minimization strategies. Triggers: 'Lightning page is slow', 'EPT is high', 'record page takes too long to load', 'too many components on page', 'Lightning Experience Insights shows slow page', 'how to optimize Lightning page performance'. NOT for Visualforce page performance (separate concern). NOT for Apex or SOQL query optimization (use apex/apex-cpu-and-heap-optimization or data/soql-query-optimization). NOT for report or dashboard performance (use admin/report-performance-tuning).
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/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Configure FSL Shifts, ShiftTemplates, ShiftPatterns, and Crew ServiceResources — availability windows layered on Operating Hours, bulk shift generation via ShiftPattern + ShiftPatternEntry, and the two Crew models (Static vs. Shell/Dynamic). NOT for setting up the resources themselves — types, skills, ResourcePreference — use admin/fsl-resource-management. NOT for capping how many hours or appointments a resource can take — use admin/fsl-capacity-planning.
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/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Use when configuring or troubleshooting Salesforce CPQ pricing: Price Rules, Price Conditions, Price Actions, Lookup Queries, Discount Schedules, Block Pricing, Percent of Total, and Contracted Prices. Trigger keywords: CPQ price rule, price action, discount schedule, block pricing, percent of total, contracted price, SBQQ__PriceRule__c, CPQ quote calculation engine, price waterfall. NOT for picking the pricing method — use admin/pricing-model-design. NOT for pricebook pricing without CPQ — use admin/products-and-pricebooks.
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/AwesomeSalesforceSkills☆ 192026年10月4日 更新
Deep code review with web research. Use when double-checking code against latest docs, verifying dependency versions, or reviewing security concerns. Complements automatic quality hook with ecosystem verification.
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/mythos☆ 192026年6月14日 更新
Use when the user wants to explore options, weigh approaches, or think through uncertainty before committing to a direction. Collaborative brainstorming and rubber ducking — divergence-first thinking partner.
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/mythos☆ 192026年6月14日 更新
Firmware development for the <VENDOR> <BOARD NAME> (<MCU PART NUMBER>) — its <peripheral>, <peripheral>, <peripheral>, and the <SDK/HAL> + <build system> setup around them. Use when working on this board or any <compatible siblings>: project setup, <config file>, clock configuration, pin mapping, peripheral bring-up, <the board's headline concern>, flashing, or debugging why something on the board does not work.
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。
alexex1993/mcu-skills☆ 192026年9月25日 更新
Master AI debate techniques with comprehensive counter-arguments against slop criticism, safety concerns, philosophical objections, and political rhetoric
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。
sandraschi/advanced-memory-mcp☆ 192026年10月13日 更新
The GraphQL pipeline for SKMTC generators — authoring generators whose input schema is GraphQL SDL rather than OpenAPI. Covers `toGqlOperationEntry`, `GqlOperation`, `synthesizeArgsObject` (mutation args -> object schema), the GQL enrichment routing (`[id][rootKind][fieldName][variant]` — two nested subject keys where OAS has path+method), the `to<Lang>GqlOperationProjectionBase` companion factories, and the `GeneratorKey` shape `id|rootKind|fieldName|variant`. Use this skill ALONGSIDE `skmtc-generator` whenever the schema source is GraphQL SDL or the task mentions "GraphQL", "SDL", "GqlOperation", "toGqlOperationEntry", or GraphQL query/mutation generators. Engine rules (producers, register/insert, the axioms) stay in `skmtc-generator`; this skill carries only what differs for GraphQL.
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。
skmtc/skmtc☆ 192026年10月12日 更新
Map a codebase into feature-grouped flowcharts, identify duplicated concerns across features, and propose a unified architecture. Use when asked to "find the ideal path," unify duplicated systems, or audit architecture before a refactor. Emits a proposed unified flowchart plus per-system /make-plan prompts.
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-skills☆ 182026年4月22日 更新
Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.
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-ai☆ 182026年10月10日 更新
AI เจ้าหน้าที่สินเชื่อธนาคาร — วิเคราะห์ Credit, สินเชื่อบ้าน/รถ/SME/personal loan, approval workflow, เตรียมเอกสาร
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
AI Agile/Scrum Coach — sprint ceremony, velocity tracking, retrospective, team coaching รองรับทีม dev + non-dev
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
AI โปรดิวเซอร์เพลง — beat making, mixing/mastering brief, DAW workflow, artist direction รองรับทุก genre
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
สร้าง meal plan 7 วัน + คำนวณแคลอรี่ + macro + grocery list ที่ใช้อาหารไทยได้จริง
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
สร้างประกาศรับสมัคร, คัดกรอง resume, interview script, onboarding checklist — บริบทกฎหมายแรงงานไทย
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
Household assistant for a whole family. Runs a morning brief, plans meals and builds grocery lists (hunting the best prices), looks ahead at the week's logistics, stays on top of the kids' school, watches prices on things the family wants, and helps book appointments and reservations. Use it for anything that keeps the family's day or week running. Trigger even on implicit asks - "what's on today", "what do the kids have this week", "what should we make for dinner", "add milk to the list", "when's the dentist", "did anything come from school", "remind me about the permission slip", "watch this jacket and tell me if it drops", "book us a table Friday".
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。
nanocoai/nanoclaw-templates☆ 182026年9月16日 更新
Discovers custom modules (>100 LOC), analyzes purpose, searches OSS alternatives via MCP Research, evaluates quality (stars, license, CVE), generates migration plan.
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。
tensology/decisionsai☆ 172026年10月13日 更新
Research current job markets and hiring requirements, analyze recent job descriptions (JDs), compare them with a user's resume, projects, skills, and constraints, and turn evidence gaps into prioritized career actions. Use when students, job seekers, or career changers ask about current role or industry outlook (including “现在行情怎么样”), whether a role or JD fits them (including “这个JD适合我吗”), cross-platform JD sampling, resume evidence gaps or truthful tailoring, what career skill to learn next, target-role course or certificate decisions, application readiness, or a capacity-bounded 30/60/90-day job-search plan. Do not use for unrelated personal or education advice, simple factual lookups, automatic job applications, or unsupported resume rewriting.
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。
AriaXXX-free/job-navigation-skill☆ 172026年9月3日 更新
Use when tuning the numbers in a game — economy curves, progression rates, difficulty pacing, drop tables, win/loss odds, time-to-X targets, and currency velocities. Triggers on "balance pass", "tune the economy", "progression curve", "difficulty curve", "drop rate", "XP curve", "TTK", "time-to-content", "balance the economy", "spreadsheet model", "economy sim", or a system spec from game-systems-designer with `TBD` placeholders. Produces an economy spreadsheet, balance pass plan, sim outputs, and per-system balance tables. Stops at the numbers — does not change system rules or pricing. For systems design see game-systems-designer; for store catalog see iap-manager.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Use when building games or interactive software in Phaser 3 with TypeScript — scenes, gameplay code, input, Arcade physics, animations, audio, tweens, asset preloading, save systems, performance work, or scaffolding with Vite. Triggers on "Phaser", "Phaser 3", "Phaser.Scene", "Phaser.Game", "Arcade physics", "Matter physics", "tilemap", "Tiled", "GameObject", "Container", "Group", "Vite + Phaser", or any `.ts`/`.js` file in a Phaser project. For game design and balance see game-systems-designer, game-balancer; for game intake see game-design-shaper. For Godot/C# see godot-engineer.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Use when recording, tallying, or triaging stochastic review findings — the append-only JSONL ledger where Tier 2 (advisory, unevidenced) reviewer output goes instead of blocking language. Triggers on "log this finding", "ledger add", "tally the findings", "triage findings", "is this finding recurring", "retire this noise", or whenever a reviewer produces an unevidenced concern that should be measured for recurrence rather than chased. For the review itself see code-review-and-quality or skill-library-review; for verifying formal claims with deterministic evidence see adversarial-claims-reviewer.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Use when designing and operating the in-app purchase catalog of a game — SKU design, price-tier ladder, bundles, starter packs, battle pass tiering, A/B price tests, store config (App Store / Google Play / Steam DLC / web / web3), and per-region price localization. Triggers on "IAP catalog", "store SKUs", "pricing tiers", "starter pack", "bundle design", "battle pass tiering", "price test", "price localization", "App Store Connect", "Google Play Console", "Steam DLC", or when handed a monetization strategy with the catalog still open. Produces a catalog spec, per-region price tables, bundle compositions, and a price-test plan. For in-game economy curves see game-balancer.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Use when building games or interactive software in Godot 4 with C# — designing scenes and nodes, writing gameplay code, handling input, physics, animation, UI, rendering, save systems, performance work, WebSocket-based multiplayer, or exporting to platforms. Triggers on "Godot", "GDScript", "C# Godot", "scene tree", Godot node types (Node2D, Node3D, Control, CharacterBody), "_Process", "_PhysicsProcess", "signal", "autoload", "RPC", "WebSocketMultiplayerPeer", "shader", "export preset", or any Godot 4 project files. For game design see game-systems-designer; for balance see game-balancer; for game-specific intake see game-design-shaper.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新