Agent skill

Interactive Film Authoring

by Narcooo in Narcooo/inkos

Method for writing interactive film and game scripts with branching story trees, state variables, producible nodes, multiple endings and consistent assets.

AGPL-3.0Auto-check passedWriting & Content

Install Interactive Film Authoring

skills CLI
$ npx skills add Narcooo/inkos --skill inkos-interactive-film -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install Narcooo/inkos inkos-interactive-film --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/Narcooo/inkos.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/core/skills/inkos-interactive-film .claude/skills/inkos-interactive-film && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
inkos-interactive-film
GitHub stars
10k
Token cost
~774 tokens
SKILL.md length
422 words
Files
2 (incl. references)
Skills in repo
21
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Method for writing interactive film and game scripts with branching story trees, state variables, producible nodes, multiple endings and consistent assets.

  • Planning a branching story tree for an interactive film or game script
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • Checking that variables and flags stay consistent across branches
  • Making sure every node in an interactive script is playable and producible

What it does

The skill sets rules for building or editing an interactive-film script. Choices must differ in intention, cost, information, relationships or consequences, and rewording the same option does not count as a branch. Each branch has to be legible: its entry condition, the player's choice, the state change, the later consequence, whether paths merge or cannot return, and which ending it can reach.

State is tied to story causality, using relationships, knowledge, evidence, items, identities, promises and secrets rather than generic RPG stats. Scenes and dialogue are written against the state at entry, so a fact gained through a choice is not mentioned before it happens. At merge points and shared endings every incoming state is checked, and state-specific lines sit behind an explicit condition instead of in always-shown descriptions. Acts, episodes and graph nodes are treated as separate scales and kept to any counts you specify.

A reference file, references/branch-state-craft.md, accompanies the skill. The skill also keeps the premise, audience, format, budget and visual direction you confirmed instead of silently changing them.

When your agent uses it

  • Planning a branching story tree for an interactive film or game script
  • Checking that variables and flags stay consistent across branches
  • Making sure every node in an interactive script is playable and producible
  • Reviewing merge points and endings for state conflicts

Example prompts

  • “Outline an interactive mystery film with three endings and a variable for what the detective knows.”
  • “Check my branching script for nodes where a character mentions an item before the player picks it up.”
  • “Rewrite the shared ending so the dialogue depends on whether the player kept the promise.”

What it can do on your machine

Read from SKILL.md and the folder at commit 8fc2ae5. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md.

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Interactive Film Authoring loads about 774 tokens when it runs, and up to ~958 if it reads all its reference files. Until then it costs about 29 tokens; SKILL.md has 422 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~29
When it runs · the whole SKILL.md, loaded when a task matches
~774
With references · SKILL.md plus every file in references/, read only if the agent opens them
~958

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from Narcooo/inkos at commit 8fc2ae5, republished under its AGPL-3.0 licence (© Narcooo). 422 words, ~774 tokens.

Download SKILL.mdSave it as .claude/skills/inkos-interactive-film/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
inkos-interactive-film
description
互动影游的剧情树、变量旗标、可拍节点、多结局与资产连续性方法。Used for creation and authoring of interactive-film projects.

Interactive film creation

Apply this method when creating or editing an interactive film/game-script deliverable.

  • Preserve the user's confirmed premise, audience, format, budget, visual direction, and adaptation boundary. Unspecified choices remain adjustable rather than becoming hidden defaults.
  • Build choices around materially different intentions, costs, information, relationships, or consequences. Cosmetic wording changes are not branches.
  • Make every branch legible: entry condition, player choice, state change, later consequence, merge/no-return behavior, and reachable ending.
  • Variables and flags serve story causality. Use relationships, knowledge, evidence, items, identities, promises, secrets, and ending gates as needed; never impose generic RPG stats or fixed numeric systems.
  • Keep nodes playable and producible: a clear situation, visible action, performable dialogue, meaningful choice, state effects, and a valid destination.
  • Treat acts, episodes, and graph nodes as different scales. A path-specific version of the same later act is its own playable node. When the user specifies an act or episode count, preserve that narrative scale; when the user explicitly specifies a graph-node count, honor that node budget.
  • Count actual choices along executable routes. For a requested number of visible actions, evaluate the conditions at each reachable state and count the actions the player can actually see. Mutually exclusive variants of one action do not provide two simultaneous options.
  • Write each node's scene and dialogue against its entry state. If an item or fact is acquired by an outgoing choice, present the opportunity before that choice and acknowledge possession in the following node. Do not announce a state change before its effect is applied.
  • At a merge or shared ending, check every reachable incoming state. Scene descriptions and static image prompts are always shown and must describe only common facts. Put state-specific dialogue behind its explicit condition; never put mutually exclusive outcomes into unconditional dialogue, an emotion label, or an “A or B” description.
  • Keep units and bounds consistent with each variable's definition and the author's rules. Model each effect as the actual change it represents, and preserve numeric and flag types across effects.
  • Maintain character voice and known state across nodes. A later node cannot forget facts, injuries, items, relationships, or prior choices that still apply.
  • Storyboards and image prompts must preserve character, location, prop, era, lighting, and visual-contract continuity. Do not invent a visual style the user did not choose.
  • Each ending should express the accumulated path, not a last-minute label attached to the same outcome. A shared ending may describe facts common to all entering routes; verify that each route actually reaches that situation, without requiring it to repeat every earlier achievement.

© Narcooo, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file (references) in packages/core/skills/inkos-interactive-film of Narcooo/inkos.

  • SKILL.md
  • references/branch-state-craft.md

Open the folder on GitHubat commit 8fc2ae5

Compare with similar skills

Interactive Film Authoring next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Interactive Film Authoring compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Interactive Film Authoring this skillNarcooo/inkos10k—~774Automated safety check: PassAGPL-3.0
Chinese Novel Writing Systemleenbj/novel-creator-skill671—~3.9kAutomated safety check: PassNone
Chinese Novelist Chapter WriterPenglongHuang/chinese-novelist-skill3.3k—~491Automated safety check: WarnMIT
Sun-Style Restrained Narrative WritingKKKKhazix/sun-style-writing403—~1.7kAutomated safety check: PassMIT
Novel to Gamezenstory-ai/novel-to-game841—~567Automated safety check: PassMIT
Short Web Fiction Writeruu201/character-arc583—~3.7kAutomated safety check: PassMIT

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  • Long Story Analysis

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Questions about Interactive Film Authoring

What does Interactive Film Authoring do?

Method for writing interactive film and game scripts with branching story trees, state variables, producible nodes, multiple endings and consistent assets. The skill sets rules for building or editing an interactive-film script. Choices must differ in intention, cost, information, relationships or consequences, and rewording the same option does not count as a branch.

When should I use Interactive Film Authoring?

Interactive Film Authoring fits situations like: planning a branching story tree for an interactive film or game script; checking that variables and flags stay consistent across branches; making sure every node in an interactive script is playable and producible; reviewing merge points and endings for state conflicts.

How do I install Interactive Film Authoring in Claude Code?

Run `npx skills add Narcooo/inkos --skill inkos-interactive-film -a claude-code`. Or copy the skill folder (packages/core/skills/inkos-interactive-film in Narcooo/inkos) into .claude/skills/inkos-interactive-film in your project. Claude Code loads it when a task matches its description.

How do I install Interactive Film Authoring in Codex?

Run `npx skills add Narcooo/inkos --skill inkos-interactive-film -a codex`. Or copy the skill folder (packages/core/skills/inkos-interactive-film in Narcooo/inkos) into .agents/skills/inkos-interactive-film in your project. Codex loads it when a task matches its description.

Can I use Interactive Film Authoring in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Narcooo/inkos --skill inkos-interactive-film -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/inkos-interactive-film, .gemini/skills/inkos-interactive-film, .github/skills/inkos-interactive-film and .opencode/skills/inkos-interactive-film in your project.

What does Interactive Film Authoring need to run?

SKILL.md names no scripts, command-line tools or credentials: Interactive Film Authoring is instructions for the agent only.

Does Interactive Film Authoring access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Interactive Film Authoring safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Interactive Film Authoring use?

Interactive Film Authoring is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Interactive Film Authoring use?

About 774 tokens (SKILL.md is roughly 3.1k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 184 tokens, read only when the agent opens those files.

What are the alternatives to Interactive Film Authoring?

Skills that share tags, products or a category with Interactive Film Authoring: Chinese Novel Writing System (leenbj/novel-creator-skill, 671 stars), Chinese Novelist Chapter Writer (PenglongHuang/chinese-novelist-skill, 3.3k stars), Sun-Style Restrained Narrative Writing (KKKKhazix/sun-style-writing, 403 stars) and Novel to Game (zenstory-ai/novel-to-game, 841 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Interactive Film Authoring?

Narcooo (a GitHub user) maintains it in Narcooo/inkos, which has 10,226 GitHub stars. The repository holds 21 skills in this directory. The repository was last updated on October 10, 2026.

Source: Narcooo/inkos on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.