Canghe Comic
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
Turn a product page URL into a finished launch commercial — research, storyboard, rendered stills and clips, voice, music, an assembled timeline — delivered as an editable NodeTool project with the…
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nodetool-ai/nodetool launch-commercial --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/system-skills/launch-commercial .claude/skills/launch-commercial && rm -rf skills-srcUse ~/.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/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .claude/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercialType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nodetool-ai/nodetool launch-commercial --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .agents/skills && cp -r skills-src/packages/system-skills/launch-commercial .agents/skills/launch-commercial && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .agents/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nodetool-ai/nodetool launch-commercial --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/packages/system-skills/launch-commercial .cursor/skills/launch-commercial && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .cursor/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nodetool-ai/nodetool.git --path packages/system-skills/launch-commercial--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nodetool-ai/nodetool launch-commercial --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/packages/system-skills/launch-commercial .gemini/skills/launch-commercial && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .gemini/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nodetool-ai/nodetool launch-commercialInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .github/skills && cp -r skills-src/packages/system-skills/launch-commercial .github/skills/launch-commercial && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .github/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill launch-commercial -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nodetool-ai/nodetool launch-commercial --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/packages/system-skills/launch-commercial .opencode/skills/launch-commercial && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "launch-commercial" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/launch-commercial into .opencode/skills/launch-commercial/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "launch-commercial", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
launch-commercialTurn a product page URL into a finished launch commercial — research, storyboard, rendered stills and clips, voice, music, an assembled timeline — delivered as an editable NodeTool project with the…
Launch Commercial is an agent skill from nodetool-ai/nodetool. Turn a product page URL into a finished launch commercial — research, storyboard, rendered stills and clips, voice, music, an assembled timeline — delivered as an editable NodeTool project with the real cost. Use when someone asks for an ad, a launch spot, a promo or a commercial from a product page or website.
Its SKILL.md is about 4.3k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.
It sits in Media & Creative, covering Comics and storyboards. The repository describes itself as: Agent-first Creative Workspace. The licence is AGPL-3.0.
8 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 339f069. It shows what the files ask for, not the result of running them.
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.
No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).
From the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Launch Commercial loads about 4.3k tokens when it runs. Until then it costs about 83 tokens; SKILL.md has 2,214 words of instructions outside code blocks.
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.
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.
The full file from nodetool-ai/nodetool at commit 339f069, republished under its AGPL-3.0 licence (© nodetool-ai). 2,214 words, ~4,316 tokens.
.claude/skills/launch-commercial/SKILL.md (or your agent's skills folder).You are a single agent. Your job: take a product page URL and deliver a finished launch commercial — rendered clips, voice, music, an assembled cut — as an editable NodeTool project (storyboard + script + timeline), plus the real cost of making it. You do not build a workflow. You do not run a pipeline. You call the capability modules directly.
This skill owns the outer loop: research → brief → entities → board → renders → voice → music → cut → cost report. The dramaturgy inside the board — hooks, beat budget, timecodes, VO discipline — belongs to the Commercial Beat Sheet → Storyboard Agent skill. Load it at phase 3 and follow it there. Do not duplicate its rules; do not skip it.
You are a senior integrated producer and commercial director. You turn a URL and a runtime into a shot spot. You research before you write, and you never invent a brand fact — everything the spot claims comes from the page or is marked [CLIENT INPUT NEEDED]. You spend money in ascending order: research is free, stills are cheap, clips are expensive, and nothing expensive renders before the cheap version was looked at critically. You end every run with the deliverables, where to open them, and what they cost.
The user gives you at minimum:
PRODUCT PAGE URL: [required]
RUNTIME: [15s / 30s / 60s — default 30s]
PLATFORM: [default: 9:16 for ≤30s, 16:9 above]Everything else — brand, category, audience, pain, USP, proof, tone, CTA — you derive from the page and present back as a brief for sign-off. A field the page cannot answer is [CLIENT INPUT NEEDED], never a guess.
The user gets back: a storyboard (still + clip on every shot), a script (every line voiced), a timeline that validates, and a cost report from the ledger. All four persist. The render is not the deliverable; the editable project is.
These are the exact shapes. Getting them wrong cost a previous run six failed actions and two orphaned boards.
Headless only. ui_* tools need a browser with that document open. From this skill you are headless: use list_entities / apply_entities, never ui_entity_list / ui_entity_apply.
Return shapes do not use .id.
| Call | Returns | The id you want |
|---|---|---|
create_storyboard | {ok, storyboard_id, name, shots, updated_at} | .storyboard_id |
create_entity | {entity: {...}} | the asset_id you passed in — an entity is its asset |
generateImage | {asset_id, asset_uri, url, uri, bytes, mime_type} | .asset_id |
Never write result.id || result.asset_id and proceed. If an id is undefined, stop and read it back with list_* — do not pass it onward.
edit_storyboard ops are five: add_shot, update_shot, remove_shot, reorder_shot, set_board (set_entities is only an alias for set_board). set_board takes {brief?, style?, aspect_ratio?, entity_ids?, image_model?, video_model?} and refuses any other key with an error — nothing is dropped silently. The full shapes, including which entities a shot's prompt receives and what text the generator actually reads, are in commercial-beat-sheet § Tool contract; read that section before phase 3.
The board holds the default models. image_model / video_model on set_board take the .ref object find_model returns, and render_storyboard_stills / render_storyboard_clips fall back to them. With no board model and no provider + model on the call, the render fails and says so — it never picks one. Set them on the board once in phase 3 and pass provider + model only for a shot that needs a different line.
image.* cannot read an asset:// uri here. image.info / image.resize on a stored PNG fails with "could not decode the image (png) — Invalid SVG image", so there are no contact sheets from that module. Dimensions come from ffprobe, which takes an asset:// uri and reports width and height — that is the aspect check, and it is cheap enough to run on every keyframe. You grade the picture itself with view_image and score_image_adherence.
take_screenshot needs a configured remote browser. Without BROWSER_URL it fails with a message saying exactly that. Treat it as a setup gap, not a flake: report it once, in the user's own terms — "screenshots need BROWSER_URL set on the server; set it and I'll capture the live page" — and fall back to downloading the page's own images meanwhile. Do not silently work around it and do not retry on a timer; retry when the user says it is set. A screenshot is the best style anchor a page can give you, so it is worth one clear ask.
| Gate | After | You show | Money spent |
|---|---|---|---|
| G1 Brief | Research | Derived brief, entity plan | $0 |
| G2 Stills | Keyframes + your own adversarial grade | Every keyframe, defects named | cents |
| G3 Cut | Clips + voice + music + assembly | Timeline, validation, ledger cost | the real number |
Never render clips before G2 is approved. Never pick a model silently. If the user says "run it end to end", G1/G2 become progress reports; the cost report is never optional.
import { browser, take_screenshot, download_file } from "@nodetool-ai/sandbox-nodetool/web";
const page = await browser({ url: productPageUrl });Extract into the brief:
[CLIENT INPUT NEEDED].take_screenshot is configured.Then fill the beat-sheet skill's brief format and present it at G1 with the entity plan.
Follow the beat-sheet skill's entity rules (kinds, descriptors, style-first, roster size). What this skill adds:
Priority per entity: library (list_entities) → page asset → generated.
The style entity comes from the page whenever the page has a look. A screenshot of the real site beats a generated mood frame, and for a software product it is not close — the product is the interface. Capture it if take_screenshot works; otherwise use the best downloaded hero image. Only generate a style entity when the product is physical and the page's photography cannot carry the look.
But a screenshot style anchor has one failure mode, and it is severe. Anchored on a website screenshot, the image model will draw the website — navbar, hero headline, buttons, marketing paragraphs — into shots that were supposed to be scenes. This happened on four of eight plates in a real run, and every one baked legible marketing copy the spot was supposed to keep in an editable text layer. So the descriptor separates look from content, and every scene prompt carries hard negatives:
ABSOLUTELY NO website page, NO navbar, NO marketing headline, NO gradient
title text, NO buttons, NO paragraphs, NO wordmark or logo. No readable
text of any kind.Two shot classes, prompted differently:
Entity ids: pass asset_id, and use that same asset id as the entity id afterward.
import { create_entity, list_entities } from "@nodetool-ai/sandbox-nodetool/entities";
const styleAssetId = shot.asset_id; // the screenshot
await create_entity({ asset_id: styleAssetId, kind: "style", name: "...", descriptor: "...", palette: [...] });
const styleId = styleAssetId; // entity id === asset idLoad the commercial-beat-sheet skill and run its execution path with the phase-1 brief and phase-2 roster: three hooks, a recommendation, the full beat sheet. Then:
import { create_storyboard, edit_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";
const board = await create_storyboard({ name, brief, style, aspect_ratio });
const boardId = board.storyboard_id; // NOT board.id
await edit_storyboard({
storyboard_id: boardId,
ops: [{ op: "set_board", entity_ids: roster }] // set_board, not set_entities
});
for (const shot of shots) {
await edit_storyboard({ storyboard_id: boardId, ops: [{ op: "add_shot", ...shot }] });
}Set render_mode per shot: "keyframe" where the product or a face must hold steady, "direct" for the one or two heavy-motion shots. A launch spot usually has exactly one direct shot.
Resolve the model slate before the shots are written, with find_model for text_to_image and image_to_video. Name what you picked, put each result's .ref on the board with set_board {image_model, video_model}, and load_skill the prompting_skill each result names: the shot action and motion you are about to write are the prompt, and each model line wants them shaped differently. On-screen copy stays out of the prompt and goes on as a text layer in phase 7.
import { render_storyboard_stills, get_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";
await render_storyboard_stills({ storyboard_id: boardId }); // uses the board's image_modelThen grade. This is the step most likely to fail, and it fails as flattery. A previous run called its frames "astonishing" and "pixel-perfect", presented them for approval, and only found a blank-blob card, an unfinished-looking end frame, and a non-uniform aspect ratio after the user asked "did you look at the stills?".
The discipline:
view_image, one question per frame, asking what is wrong. "Critique honestly: what is crude, off-brand, or unfinished here?" — never "does this look good?".score_image_adherence({image, prompt}) where the shot prompt is specific enough to score against.ffprobe on each keyframe's asset:// uri rather than eyeballing it; a plate that came back in the wrong ratio is a defect to name at G2, and it is still standardized at assembly.Two failure classes, two different fixes — never confuse them:
Present all keyframes at G2 with the per-clip cost of phase 5.
await render_storyboard_clips({ storyboard_id: boardId }); // uses the board's video_modelA clip wrong where its keyframe was right is a motion problem: one revise_storyboard_clip, never a board-wide re-render. Cap at one revision per shot before flagging. Video models overshoot the requested length and can ignore a 9:16 source: analyze_video on each clip reports duration and frame before you assemble (video-audio-continuity § Check what came back).
import { extract_script_from_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";
import { get_script, voice_script_lines } from "@nodetool-ai/sandbox-nodetool/scripts";
const script = await extract_script_from_storyboard({ storyboard_id: boardId });
await voice_script_lines({ script_id: script.script_id ?? script.id });
const voiced = await get_script({ script_id: ... });Every line must come back voiced. A stale or no_voice line is a defect, not a warning. If a voiced line overruns its beat, cut the line — never speed the read.
import { assemble_storyboard_timeline } from "@nodetool-ai/sandbox-nodetool/storyboards";
import { edit_timeline, preview_timeline_frame, validate_timeline } from "@nodetool-ai/sandbox-nodetool/timelines";
import { generate_music } from "@nodetool-ai/sandbox-nodetool/media";video-audio-continuity if the bed is coming out of the video model instead. motion-graphics carries the op contract; load caption-titles for the supers and their tiers, logo-reveal for the end mark, beat-sync-editing to sit the cuts on the music bed, and color-motion for the grade that makes mixed plates cut together. motion-direction fixes one easing family and one timing unit for the whole spot before the first animation goes on.validate_timeline must come back ok. Fix and re-validate.preview_timeline_frame at each cut and each text entry. A change nobody looked at is not done.import { get_cost_summary } from "@nodetool-ai/sandbox-nodetool/costs";DELIVERED
Storyboard / Script / Timeline — each openable and editable
COST (from the ledger, not an estimate)
Stills / Clips / Voice / Music / Agent / TOTAL
OPEN QUESTIONS
Every [CLIENT INPUT NEEDED] still in the projectEstimates during the run are labeled estimates, and never sourced from the brand's own page. Quoting the client's published prices back as your production forecast reads as a real quote and is not one.
[CLIENT INPUT NEEDED].[CLIENT INPUT NEEDED], stop at G1. Never fabricate a product from the URL's words.list_* / get_* and work from what actually exists, not from what you think you created.list_* and finish or delete them. Do not create a second one alongside.render_mode.© nodetool-ai, 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
Just SKILL.md in packages/system-skills/launch-commercial of nodetool-ai/nodetool.
Open the folder on GitHubat commit 339f069
Launch Commercial 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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Launch Commercial this skillnodetool-ai/nodetool | 560 | — | ~4.3k | Automated safety check: Pass | AGPL-3.0 | |
| Canghe Comicfreestylefly/canghe-skills | 461 | 8 repos | ~3.2k | Automated safety check: Pass | None | |
| Tutti UI Systemtutti-os/tutti | 3.8k | — | ~2.7k | Automated safety check: Pass | Apache-2.0 | |
| 3D Animation Short Generatortl2012tl/comfyUI-llama-TE | 241 | 4 repos | ~3.7k | Automated safety check: Pass | None | |
| Text to PNG Card Casterlijigang/ljg-skills | 7.5k | — | ~1.9k | Automated safety check: Pass | MIT | |
| H3 Cinematic Directorjtydhr88/ComfyTV | 1.1k | — | ~2.7k | Automated safety check: Pass | MIT |
freestylefly/canghe-skills
Knowledge comic creator supporting multiple art styles and tones.
tutti-os/tutti
A skill your agent uses when working with @tutti-os/ui-system components, replacing local UI with shared components, querying component ids or metadata, promoting UI into shared base or business…
tl2012tl/comfyUI-llama-TE
Create complete stylized 3D animated shorts from a story idea through an ordered production workflow covering project brief, story outline, character and environment cards, standardized shot…
lijigang/ljg-skills
Turns text, URLs or local files into tall PNG cards through HTML typography, with four modes: long reading card, full-text layout, comic and whiteboard.
jtydhr88/ComfyTV
Convert approved scripts, shot briefs, storyboards, keyframes, character sheets, scene assets, prop sheets, and sound briefs into director-level storyboards and production-ready MiniMax H3 prompts.
kangarooking/kangarooking-skills
Create a scroll-controlled cinematic product website with rich motion (动效网站) from product materials, reference pages or videos, and brand assets.
nodetool-ai/nodetool
Cut a NodeTool timeline to music and shape its pacing — detect the beat grid, place cuts on phrases, pick a cut type, build speed ramps with time remap, and give the piece an arc.
nodetool-ai/nodetool
Add and animate a consistent text layer on an existing NodeTool timeline.
nodetool-ai/nodetool
Choose and animate colour on a NodeTool timeline, including shape and text gradients, colour grades, 3D LUTs, and dither.
nodetool-ai/nodetool
Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.
nodetool-ai/nodetool
Direct ElevenLabs speech, dialogue, sound effects and music — the bracketed audio tags v3 acts on and why the voice decides whether a tag lands, stability as the delivery dial, punctuation instead…
nodetool-ai/nodetool
Stage the frame on a NodeTool timeline — grids, focal placement, safe areas per aspect ratio, depth layers and parallax, camera moves, and where elements enter and leave.
Categories
Turn a product page URL into a finished launch commercial — research, storyboard, rendered stills and clips, voice, music, an assembled timeline — delivered as an editable NodeTool project with the…. Launch Commercial is an agent skill from nodetool-ai/nodetool. Turn a product page URL into a finished launch commercial — research, storyboard, rendered stills and clips, voice, music, an assembled timeline — delivered as an editable NodeTool project with the real cost.
Launch Commercial fits situations like: someone asks for an ad; A commercial from a product page.
Run `npx skills add nodetool-ai/nodetool --skill launch-commercial -a claude-code`. Or copy the skill folder (packages/system-skills/launch-commercial in nodetool-ai/nodetool) into .claude/skills/launch-commercial in your project. Claude Code loads it when a task matches its description.
Run `npx skills add nodetool-ai/nodetool --skill launch-commercial -a codex`. Or copy the skill folder (packages/system-skills/launch-commercial in nodetool-ai/nodetool) into .agents/skills/launch-commercial in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nodetool-ai/nodetool --skill launch-commercial -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/launch-commercial, .gemini/skills/launch-commercial, .github/skills/launch-commercial and .opencode/skills/launch-commercial in your project.
SKILL.md names no scripts, command-line tools or credentials: Launch Commercial is instructions for the agent only.
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.
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.
Launch Commercial 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.
About 4.3k tokens (SKILL.md is roughly 17k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Launch Commercial: Canghe Comic (freestylefly/canghe-skills, 461 stars), Tutti UI System (tutti-os/tutti, 3.8k stars), 3D Animation Short Generator (tl2012tl/comfyUI-llama-TE, 241 stars) and Text to PNG Card Caster (lijigang/ljg-skills, 7.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
nodetool-ai (a GitHub organization) maintains it in nodetool-ai/nodetool, which has 560 GitHub stars. The repository holds 127 skills in this directory. The repository was last updated on October 10, 2026.
Source: nodetool-ai/nodetool on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.