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 YunYouJun/advjs --skill adv-artgit clone --depth 1 https://github.com/YunYouJun/advjsWrote 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/yunyoujun/advjs/adv-art)<a href="https://agentmods.dev/skills/yunyoujun/advjs/adv-art"><img src="https://agentmods.dev/badge/skills/yunyoujun/advjs/adv-art.svg" alt="Measured on agentmods" 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 | $0.00072 | $0.01560 |
| Opus 5 | $0.00036 | $0.00780 |
| Sonnet 5 | $0.00014 | $0.00312 |
| Haiku 4.5 | $0.00007 | $0.00156 |
Grade A, and why
adv-art 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 7d 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 — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.
ADV Art Pipeline
Turn story requirements into reproducible, licensed, runtime-ready visual assets. Keep logical asset identity separate from versioned public URLs.
Workflow
1. Freeze an art bible
Read character cards, scene cards, the story outline, and existing UI proportions. Define:
- shared style, line quality, palette, lighting, period, camera language, and prohibited motifs;
- character silhouette, body proportions, clothing, fixed accessories, color swatches, and pose rules;
- a required expression matrix per visible character;
- background aspect ratios and which moments require one-off CG rather than reusable scenery.
Do not generate final images until the recurring character design and expression names are stable.
2. Plan logical assets
Use stable lowercase IDs. Keep pose and expression names semantic (standing/sad), not sequential (image-07). Add every required character expression to the manifest before generation so missing variants are detectable.
Read references/asset-manifest.md before creating the manifest.
3. Generate and review originals
When an image-generation capability is available, generate original assets from the art bible and each card's imagePrompt. Keep character identity, outfit, crop, lighting, and transparent-background requirements explicit in every expression request.
Inspect each result before accepting it. Reject identity drift, accidental text, extra limbs, clipped ears/hands/tails, inconsistent costume details, opaque halos, or backgrounds embedded in tachie. Preserve the model/tool name, prompt version, generation date, and content license in provenance metadata.
For scene backgrounds in a local Codex workflow, read references/codex-authoring.md and use the task/candidate protocol. Codex built-in image generation is the preferred first executor when available, but it is not part of the asset domain contract. A successful generation is only a candidate; never register it before the user visually confirms that exact file.
What ships with it
12 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.
- agents/openai.yaml 265 B
- references/asset-manifest.md 3.6 KB
- references/codex-authoring.md 3.6 KB
- references/cos-publishing.md 4.7 KB
- scripts/audit-assets.mjs 10 KB runs code
- scripts/audit-cos-release.mjs 5.4 KB runs code
- scripts/audit-cos-remote.mjs 9.5 KB runs code
- scripts/key-connected-chroma.mjs 6.9 KB runs code
- scripts/prepare-release.mjs 15 KB runs code
- tests/audit-cos-release.test.mjs 2.2 KB runs code
- tests/audit-cos-remote.test.mjs 2.5 KB runs code
- tests/prepare-release.test.mjs 4.4 KB runs code
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.
- 7d ago First seen · 107 lines · 72 tokens per session scan A 3f13098bef86
adv-art is a skill published in the GitHub repository YunYouJun/advjs (325 stars, last pushed 18d ago), licensed MPL-2.0. It adds 72 tokens to every session and 1,560 once invoked, about $0.0004 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 2026-08-30.
Other skills, from other repositories
game-storytelling
Use when a game's story is the work: premise and pillars, branching topology, meaningful choice, dialogue state, quests, environmental storytelling, ludonarrative harmony. Author portable — engine wiring is godot/unity/unreal. NOT the mechanics and economy the story serves (that is game-design), NOT level layout (that…
teach-me
Teach the user end-to-end browser game development over multiple sessions — design, engine, art, audio, juice, multiplayer, shipping — by building real games together. Use when the user wants to LEARN to make games themselves: 'teach me game development', 'I want to learn to make games', 'teach me Phaser', 'how do…
super-gaming-3d-media
Gaming, 3D, and media: engines, 3D web, animation, audio/video tooling.
reverse-engineering-tools
Guide for reverse engineering protected games and anti-cheat components across user mode, kernel mode, and hypervisor-aware environments. Use this skill when analyzing drivers, IOCTL protocols, callback registration, injected-code artifacts, integrity checks, protected binaries, or debugging security-sensitive game…
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…
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.…