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 firegit 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/fire)<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.
<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>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 | $0.00068 | $0.05167 |
| Opus 5 | $0.00034 | $0.02583 |
| Sonnet 5 | $0.00014 | $0.01033 |
| Haiku 4.5 | $0.00007 | $0.00517 |
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.
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.
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-flashfor 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 addsmokeon 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_itemshader; this recipe isspatial/particles. - The user wants stylized magic flame (blue, purple, ethereal) — use this recipe and load the
magic-firevariant 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);
}
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.
- 6d ago First seen · 388 lines · 68 tokens per session scan A 296fc5ff38d6
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.
Other skills, from other repositories
game-feel
Use when a Summer game "feels flat", "lacks impact", "needs juice", or "needs punch", or the user asks for hit feedback, screen shake, camera shake, audio ducking, or general game feel. Walks through Summer Engine's hit-flash, trauma camera shake, and audio-ducking stack, wired so one hit fires all three. Trigger on…
fire
Use when authoring a fire visual effect — animated flames built with a particle shader, GPUParticles3D, and a noise-based color ramp. Trigger on "torch", "campfire", "bonfire", "flame", "fire effect", "burning", "make this thing on fire", "candle".
smoke
Use when authoring a smoke visual effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. Trigger on "smoke", "smoke trail", "puff", "chimney smoke", "smoke from a fire", "steam", "fog cloud", "explosion smoke".
dissolve
Use when authoring a dissolve effect — an object's mesh disintegrating with a glowing burning edge, driven by a noise threshold ShaderMaterial overriding the target's existing material. Trigger on "dissolve", "disintegrate", "burn away", "Thanos snap", "vanish into ash", "enemy fades out", "object burns up".
hit-spark
Use when authoring a hit-spark visual effect — a one-shot burst of additive billboard particles oriented to a surface normal, fired on impact. Trigger on "hit spark", "impact spark", "bullet hit", "sword clash", "metal-on-metal", "ricochet", "impact effect", "spawn sparks at hit point".
lightning
Use when authoring a lightning bolt visual effect — procedural jagged path drawn via ImmediateMesh, glow shader, sparks at endpoints, screen shake. Trigger on "lightning bolt", "chain lightning", "electric attack", "tesla coil", "shock spell", "thunderbolt", "energy beam".