Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add linkprint/local-ai-movie-workspace --skill h3-interactive-creature-encyclopediagit clone --depth 1 https://github.com/linkprint/local-ai-movie-workspaceWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/linkprint/local-ai-movie-workspace/h3-interactive-creature-encyclopedia)<a href="https://agentmods.dev/skills/linkprint/local-ai-movie-workspace/h3-interactive-creature-encyclopedia"><img src="https://agentmods.dev/badge/skills/linkprint/local-ai-movie-workspace/h3-interactive-creature-encyclopedia/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/linkprint/local-ai-movie-workspace/h3-interactive-creature-encyclopedia"><img src="https://agentmods.dev/badge/skills/linkprint/local-ai-movie-workspace/h3-interactive-creature-encyclopedia.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00070 | $0.00678 |
| Opus 5 | $0.00035 | $0.00339 |
| Sonnet 5 | $0.00014 | $0.00136 |
| Haiku 4.5 | $0.00007 | $0.00068 |
Grade A, and why
h3-interactive-creature-encyclopedia scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 38 lines — stays where its author put it; the contents beside it link to each section on GitHub.
H3 Interactive Creature Encyclopedia
Treat the UI as a locked spatial stage: every creature selection must atomically update the selected card, main creature, and exact main title.
Route the Request
- For prompt writing or refinement, return text only.
- Read references/style-blueprint.md and use $h3-prompt-writing.
- Invoke $h3-video-generation only when the user explicitly asks to render.
- A UI reference plus independent creature images requires native Ref2VA. Put the UI and creature images in
reference_imagesin prompt order and assign each<Picture N>a single explicit role. - For the selected eight-creature cursor-interaction recipe, use the exact role map and 15-second timeline in the reference file. Do not substitute images, card letters, creature names, or selection order.
Build the Encyclopedia
- Image 1 controls the complete interface only: layout, typography system, panels, icons, card positions, colors, chrome, spacing, and overall composition. It may not alter any creature.
- Images 2–9 independently control cards A–H and their matching creature identities. Never exchange anatomy, markings, palette, surface, card, or title.
- Keep camera, UI coordinate system, panels, icons, buttons, and all non-selected content completely fixed for the entire shot.
- Use exactly one cursor. Cursor click or drag changes only the selection highlight, main creature, exact main title, and selected creature motion.
- Update the main creature and main title in the same UI state transition. Never show a new creature with the previous title or vice versa.
- Keep interactions subtle until the final creature lunges and swallows the cursor; after the gulp, return that creature to idle without restoring the cursor.
- Add no extra text, buttons, cursor, cards, creature, panel, pop-up, scene cut, camera move, or UI distortion.
- Synchronize soft UI clicks, hover sounds, tiny creature reactions, the final aggressive vocalization, and one comedic swallow gulp.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 38 lines · 70 tokens per session scan A a273d2b49fe1
h3-interactive-creature-encyclopedia is a skill published in the GitHub repository linkprint/local-ai-movie-workspace (1 stars, last pushed 13d ago), licensed MIT. It adds 70 tokens to every session and 678 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
Other skills, from other repositories
gltf-asset-pipeline
Skill "gltf-asset-pipeline" from PIXARTSeu/Synapse, covering gltf asset pipeline, when to use, tools — cheat sheet, blender export settings and pattern: one-shot optimization (gltfpack).
screenshot-game-view
Capture a screenshot of the Unity Editor's Game View by reading its internal render texture directly. Image size matches the current Game View resolution; the tool corrects Y-flip on DirectX / Metal so the output is always upright. Requires an open Game View window.
threejs-audio-generator
Generate, convert, clean, and integrate audio for Three.js browser games with ElevenLabs: sound effects, looping ambience, UI sounds, impact/weapon/vehicle audio, creature and boss stingers, announcer and dialogue TTS, voice conversion from a scratch performance, voice cleanup, audio manifests, and Web Audio…
audio-design
Implement game audio practice — bus/mixer architecture and gain in decibels, ducking (sidechain), adaptive/dynamic music via layering and re-sequencing, SFX variation, and beat synchronization. Engine-neutral. Use when the user mentions audio mixing, audio buses, adaptive/dynamic music, ducking, SFX variation, music…
threejs-world-generation
Build deterministic, editable, free-viewpoint Three.js worlds from text or structured briefs. Use for cinematic 3D terrain, semantic regions, procedural biomes, explicit landmarks, environmental scattering, camera fly-throughs, world diagnostics, or requests for a real 3D environment rather than generated 2D footage.…
sound-effects
Generate sound effects from text descriptions using ElevenLabs. Use when creating sound effects, generating audio textures, producing ambient sounds, cinematic impacts, UI sounds, or any audio that isn't speech. Supports looping, duration control, and prompt influence tuning.