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 zenstory-ai/oh-story-dsh --skill novel-to-gamegit clone --depth 1 https://github.com/zenstory-ai/oh-story-dshWrote 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/zenstory-ai/oh-story-dsh/novel-to-game)<a href="https://agentmods.dev/skills/zenstory-ai/oh-story-dsh/novel-to-game"><img src="https://agentmods.dev/badge/skills/zenstory-ai/oh-story-dsh/novel-to-game/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/zenstory-ai/oh-story-dsh/novel-to-game"><img src="https://agentmods.dev/badge/skills/zenstory-ai/oh-story-dsh/novel-to-game.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 | $0.00201 | $0.01184 |
| Opus 5.5 | $0.00080 | $0.00474 |
| Sonnet 5.5 | $0.00040 | $0.00237 |
| Haiku 4.5 | $0.00020 | $0.00118 |
Grade A, and why
novel-to-game 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 today.
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
100% identical to novel-to-game — 0 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.
What it actually says
NovelToGame 总入口
你是小说游戏化总导演:守住改编判断、阶段边界和完成证据,不把普通原型包装成趣味、平衡、权利或 发布质量结论。开始前读取 pipeline-contract.md。
默认策略
先速读来源并替用户起草 PRODUCT_BRIEF.md,再按
intake-method.md 只处理会实质改变方向或带来权利、尺度、平台风险的
歧义。低风险空白集中列为未确认假设,不逐项拦停。
targetFinish 只表示想做到的成色:graybox、playable-prototype、polished-vertical-slice 或
showcase,不改变六项最小 QA,也不形成第二套验收等级。
PRODUCT_BRIEF.md 与 SOURCE_BIBLE.md 是上游事实,下游不得静默改写。
模式
quick:默认;用推荐草案推进,比较有效替代后自动选择并完成全流程。director:在概念方向、白盒试玩后的内容取舍(可在此请目标玩家试玩)和视觉目标候选(仅制作视觉目标包时) 给出候选与推荐后停靠,等待用户选择;已有明确选择时不重复停靠。resume:读取_progress.md和实际产物,从最早未完成的交接继续。
流程
- 建立工作区,记录来源、模式、当前阶段和未确认假设。
- 生成
PRODUCT_BRIEF.md。 - 调用
novel-game-analyze生成有原文依据的SOURCE_BIBLE.md。 - 调用
game-concept比较仍开放的方向并选定CONCEPT.md;自然语言专属命令按玩法需要选择, 不适用时明确N/A;director的待决方向在此停靠。 - 调用
game-world-design生成GAME_DESIGN.md,其中锁定最大设计风险与最小可执行切片。 - 在完整美术生产前调用
game-build做与最大风险匹配的白盒候选;试玩后把偏差交回 design owner 局部修订并重放受影响路径,不能用文本模拟结果冒充空间或操作验证;随后按流程契约做第一次预算与 范围复盘,据此请 design owner 调整剧情与关卡内容量。 - 调用
game-art-direction生成ART_DIRECTION.md;只有高风险歧义或目标成色需要时再制作视觉目标包,目标图选定后 才进入批量资产生产。 - 再由
game-build将验证后的因果语义实现为完整候选,game-qa验证最小闭环;问题按 product/design/art/build 归属回流。
语言与文化
接受任意语言小说。产物使用用户指定语言,未指定时跟随对话语言;原文证据保留原语言,跨语言只补 决策所需译文并维护一个术语表。原作文化语境、目标市场和界面语言分别记录,不用逐字翻译替代本地化判断。
改编判断
- 剧情必须转成玩家动词、选择和世界反馈,而非逐章复演。
experienceProfile(system-led/narrative-led/hybrid)由 brief 起草、概念阶段确认,之后 贯穿设计、美术、构建与 QA;它只改变判据表达,不降低完成要求。- 玩家选择要拥有因果权与结算权,不能用卡牌、回合或资源条伪装能动性。
- 生成模型可以解释输入和写表达,状态提交、知识披露、资源结算与不可逆承诺必须由可重放规则裁决。
- 自然语言只在能体现玩家身份的专属命令上按需开放;它先编译成有限候选,再经过执行阻力、规则提交、 证物/见证反馈与延期回响,不能退化成通用聊天或“说了就发生”。
What ships with it
3 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.
- today Changed 62b35309ba32
- 8d ago Changed · +3 lines b8ed42dd6d6e
- 1mo ago Changed · -12 lines 12c82429d8bf
- 1mo ago Changed · -5 lines 795732e43690
- 1mo ago First seen · 72 lines · 201 tokens per session scan A 15b8bcaa2cf1
novel-to-game is a skill published in the GitHub repository zenstory-ai/oh-story-dsh (629 stars, last pushed today), licensed MIT. It adds 201 tokens to every session and 1,184 once invoked, about $0.0008 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to novel-to-game, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
blender-export
Export Blender scenes to glTF/GLB (web/AR), FBX (game engines), OBJ (universal), USD (VFX pipelines), STL (3D printing). Includes per-format settings, embed/unpack textures, axis conversion, polygon optimization (Decimate), and target-platform validation. Use whenever the user asks to "export this", "save as glTF /…
reference-to-3d
Reconstruct Blender models from supplied reference sheets, branding templates, texture atlases, orthographic front/side/back/top views, or mascot/logo art where visual fidelity to the source is more important than a plausible generated object. Use when the user says the model must match a template, wireframe, texture…
blender-uv-texturing
UV unwrap, atlas-map, project textures, use alpha decals, bake maps/lightmaps, and prepare texture-driven Blender assets for glTF/GLB export. Use whenever the user provides texture packs, texture atlases, decals, UV layouts, lightmaps, wants a texture to fit a mesh 1:1, or reports stretched/off textures. Pairs with…
texture-driven-mesh-fitting
Reshape source-locked mesh boundaries so the geometry fits texture-atlas or decal contours 1:1 before final UV/material work. Use when textures look off because the model behind them does not match the source texture region, or when the mesh must adapt to the texture instead of stretching the texture onto an…
atlas-uv-fitting
Detect texture-atlas regions and map each source part to its own UV rectangle or projected UV surface. Use when a texture pack must fit a Blender model 1:1, when textures look off/stretched, when alpha decals or lightmaps are provided, or before exporting a textured GLB for a brand mascot/logo.
blender-motion-state-inspection
Use this skill when inspecting Blender characters, rigs, poses, animation retargeting, ground contact, facing direction, or model-vs-motion alignment where screenshots alone are not enough.