fire

fire is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 68 tokens per session (5,167 once invoked), scanned A, a copy of fire, MIT.

A method for creating animated fire in a game using particles, a shader, and color changes from red to yellow.

In plain words
What is it for?
Use it to add continuous flames to game scenes, including torch fire, bonfires, candle flames, and dragon fire.
Why use it?
It provides a repeatable way to make flames that look attached to torches, campfires, candles, or other burning objects.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to add continuous flames to game scenes, including torch fire, bonfires, candle flames, and dragon fire.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/fire
Install

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.

Any agent
npx skills add ouzlifaneyassine1-dot/onyx-engine --skill fire
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

Wrote 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.

agentmods badge for fire

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/fire/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/fire)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/fire"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/fire/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.

agentmods 80×15 button for fire

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/fire"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/fire.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 68 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,167 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 86% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00068 $0.05167
Opus 5 $0.00034 $0.02583
Sonnet 5 $0.00014 $0.01033
Haiku 4.5 $0.00007 $0.00517

Measured 6d ago against content hash 296fc5ff38d6, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

fire 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 6d 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.

Origin

This is a copy

86% identical to fire — 205 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/visual-effects/recipes/fire/SKILL.md · 388 lines

How it starts

The opening of the file, as written. The whole thing — 388 lines — stays where its author put it; the contents beside it link to each section on GitHub.

fire — Animated Particle Flames

Fire in games is almost never a video clip and never an AI-generated sprite. It's a pile of additive billboard quads emitted from a cone, each running a noise-distorted UV through a hot color ramp (red → orange → yellow → smoky alpha-out). Think Skyrim torches, Doom Eternal's pyre, BotW's bonfires — all built from this same recipe with different dials. This skill writes the shader, the controller, and the node tree, then wires them into the open scene. Authoring, not generating.

When to use

  • "Add fire to this torch."
  • "Make a campfire / bonfire / hearth flame."
  • "Light the brazier."
  • "I need a candle flame on this candlestick."
  • "The dragon needs a flame breath" (use this for the persistent emitter; pair with a one-shot muzzle-flash for the burst).
  • The player set something on fire and you need a continuous, physically-anchored flame.

When NOT to use

  • The user wants an object to burn away (mesh disintegrating with a fire edge) — route to dissolve. Fire is a separate effect; pair them.
  • The user wants smoke without flame — go straight to smoke. (Most fires want a smoke trail above; spawn this recipe and add smoke on top.)
  • The user wants a one-frame muzzle flash from a gun — that's muzzle-flash, not fire.
  • The user wants 2D fire on a UI element — use canvas_item shader; this recipe is spatial/particles.
  • The user wants stylized magic flame (blue, purple, ethereal) — use this recipe and load the magic-fire variant in the cookbook below.

Recipe

1. Files to create

addons/vfx/fire/fire.gdshader              # spatial shader for the visual quad
addons/vfx/fire/fire_process.gdshader      # particle shader for the simulation
addons/vfx/fire/fire_controller.gd          # parameter dials + lifetime
addons/vfx/fire/fire.tscn                   # reusable scene (instantiate per torch)

2. Visual shader code

addons/vfx/fire/fire.gdshader:

shader_type spatial;
render_mode unshaded, blend_add, depth_draw_never, cull_disabled, shadows_disabled;

#include "res://addons/vfx/_building-blocks/noise-3d-fbm.gdshaderinc"

uniform vec4 color_hot   : source_color = vec4(1.0, 0.95, 0.55, 1.0);
uniform vec4 color_mid   : source_color = vec4(1.0, 0.45, 0.10, 1.0);
uniform vec4 color_cool  : source_color = vec4(0.85, 0.10, 0.02, 1.0);
uniform vec4 color_smoke : source_color = vec4(0.05, 0.04, 0.04, 0.0);

uniform float noise_scale     : hint_range(0.5, 8.0)  = 3.0;
uniform float noise_speed     : hint_range(0.0, 4.0)  = 1.4;
uniform float distortion      : hint_range(0.0, 0.6)  = 0.20;
uniform float emission_energy : hint_range(0.0, 8.0)  = 3.5;
uniform float soft_edge       : hint_range(0.01, 0.5) = 0.20;

void vertex() {
    // Billboard the quad toward the camera (view-space).
    MODELVIEW_MATRIX = VIEW_MATRIX * mat4(
        INV_VIEW_MATRIX[0],
        INV_VIEW_MATRIX[1],
        INV_VIEW_MATRIX[2],
        MODEL_MATRIX[3]
    );
}

void fragment() {
    // CUSTOM.x is particle age 0..1 (set by the process material).
    float age = CUSTOM.x;

    // Distort UVs with scrolling 3D noise so the flame writhes.
    vec3 np = vec3(UV * noise_scale, TIME * noise_speed);
    float n = fbm3(np);
    vec2 uv = UV + vec2(n - 0.5) * distortion;

    // Soft round mask, hottest at the bottom-center, cooler toward the top.
    vec2 c = uv - vec2(0.5, 0.15);
    float r = length(c * vec2(1.0, 0.55));
    float mask = smoothstep(0.55, 0.55 - soft_edge, r);

    // Color ramp by particle age (0 = hot bright, 1 = smoky alpha-out).
    vec4 col;
    if (age < 0.33) {
        col = mix(color_hot, color_mid, age / 0.33);
    } else if (age < 0.75) {
        col = mix(color_mid, color_cool, (age - 0.33) / 0.42);
    } else {
        col = mix(color_cool, color_smoke, (age - 0.75) / 0.25);
    }

    // Add the noise as a brightness modulation so flames flicker.
    float flicker = mix(0.6, 1.2, n);

    ALBEDO = col.rgb * flicker;
    EMISSION = col.rgb * flicker * emission_energy * (1.0 - age);
    ALPHA = col.a * mask * (1.0 - age * age);
}

Read the full file on GitHub · 388 lines

Changes

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.

  1. 6d ago First seen · 388 lines · 68 tokens per session scan A 296fc5ff38d6

Subscribe to this mod's changes

fire is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 68 tokens to every session and 5,167 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to fire, differing in 205 lines, and is treated as a copy.

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