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 ouzlifaneyassine1-dot/onyx-engine --skill cinematic-cutscenegit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene/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/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/cinematic-cutscene.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 | $0.00105 | $0.03522 |
| Opus 5 | $0.00053 | $0.01761 |
| Sonnet 5 | $0.00021 | $0.00704 |
| Haiku 4.5 | $0.00011 | $0.00352 |
Grade A, and why
cinematic-cutscene 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 — 205 lines — stays where its author put it; the contents beside it link to each section on GitHub.
cinematic-cutscene — Locked-Look Story Beat in 5-10 Seconds
A cutscene is a non-interactive video clip the game plays back at a fixed moment — opening, story beat, character intro, ending. Quality is dominated by two things: continuity (the character on screen looks like the character in the game) and shot length (every clip past 10s drifts in identity, hands, and physics). This skill enforces both — generate a reference image first to lock the look, then image-to-video each shot, then chain shots in sequence rather than asking the model for one long take.
If the user wants 5 seconds of marketing footage, that's video/trailer-shot. If they want a 3-second seamless background loop, that's video/animated-loop. This skill is for narrative beats with a defined start, middle, and end — usually with dialogue or VO.
When to use
- "Generate the opening cinematic for the game."
- "I need a cutscene where the witch turns to the player and warns them about the curse."
- "Make a 10-second character intro for the boss."
- "Add an ending sequence after the player defeats the dragon."
- "Cinematic where the village burns and the protagonist runs."
- The user has a defined moment with story content — not a vibe loop, not a marketing splash.
When NOT to use
- "5-second slow-mo combat shot for the trailer" —
video/trailer-shot. - "Looping splash screen background" —
video/animated-loop. - "Animated logo backdrop on the title screen" —
video/animated-loop. - Real-time in-engine cinematic with the actual gameplay characters and camera — that's a Godot AnimationPlayer / Timeline job, not generated video. Route to
onyx:scene-composition. - Voice-only narration over a static image — generate the dialogue with
onyx_generate_audioand use a staticTextureRect, no video needed.
Steps
1. Read the soul file and any prior cutscenes
Read .onyx/GameSoul.md
onyx_search_assets(query="cutscene", filter={ kind: "video" })
onyx_search_assets(query="<character name> reference", filter={ kind: "image" })
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 · 205 lines · 105 tokens per session scan A ab877d14ae11
cinematic-cutscene is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 105 tokens to every session and 3,522 once invoked, about $0.0005 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.
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