用 Codex 或 Claude 帮你安装 复制这段 Prompt,粘贴到 Codex、Claude 或其他助手里,让它检查 Skill 页面并帮你完成安装。
直接命令不会经过审查 Prompt;运行前请先检查来源。
npx skills add https://github.com/0xsline/OpenChatCut --skill verification命令会保持在同一行。复制前请横向滚动并检查完整内容。
想先保存到本地?可下载 SkillsMP 当前能够提供的文件。
Run or inspect local music analysis and plan or apply beat-, downbeat-, or section-synced video cuts or photo placements. Use for BGM beat edits, rhythm cuts, 卡点剪辑, musical structure, BPM, mood, genre, or instrument questions.
Use when acquiring or importing media into a OpenChatCut project asset library for video editing or creation, including local/attached videos, user-provided paths, public media URLs, web video/audio/image assets, upload fallback decisions, and deciding between import_media, download_media, or manual user action.
OpenChatCut product knowledge — UI layout, editor features, and how generation providers are configured. Use when the user asks about the product interface, how to use a feature, where to find something, or needs GUI guidance for something the agent cannot do directly. Also use as fallback when a task fails and the user needs to complete it manually in the UI. NOT for live project-state queries ("where are my folders?", "what's on my timeline?", "where is clip X?") — those are answered by `read_project`, not by this skill.
基于 SOC 职业分类
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| name | verification |
| description | Use when checking whether agent edits are reflected in the OpenChatCut project and editor. |
Use the lowest verification level that proves the requested result:
| Level | Required evidence |
|---|---|
| L0 | Static checks such as the focused verification script, npx tsc --noEmit, tests, and build. |
| L1 | A real Agent run against the editor at localhost:5199, followed by structural and rendered evidence. |
| L2 | The packaged desktop app completing the user scenario, including human visual review where automation is insufficient. |
Runtime behavior changes require L0 + L1. Release and desktop-only changes also require L2 when the packaged app is the behavior under test.
Prefer two signals:
read_project for structure: assets, tracks, items, frame placement, timeline duration.Use view_timeline_frames for composed timeline proof. This verifies the edited OpenChatCut timeline: trims, layers, captions, effects,
markers, placeholders, crops, transitions, and layout.
For raw source-asset frame inspection, choose the cheapest path based on where the bytes live:
/media/uploads/). Use view_asset_frames with
the project asset id — the server takes an ffmpeg contact-sheet fast path
automatically, so it is already the cheapest source-frame route.view_timeline_frames renders the composed timeline (the editor-truth check);
view_asset_frames samples raw source frames. Pick by what you are verifying.get_contact_sheet tool in this build — the contact
sheet is what view_asset_frames / view_timeline_frames already return.Use local/remote source-frame artifacts only for source understanding, moment selection, and rough trim decisions, not as edited output or timeline proof.
For local-only or upload-in-progress media, composed timeline proof may be
blocked until the asset has bytes available to the renderer. Source-frame
inspection via view_asset_frames still works as long as the asset's bytes are
on disk (/media/uploads/).
If both visual proof paths are blocked, ask the user to inspect the OpenChatCut editor directly and note the blocker explicitly.
Useful checks:
read_project({ "view": "assets", "assetId": "<prefix>" })read_project({ "view": "timeline" })view_timeline_frames({ "frames": [30, 45, 75] }), then look at the returned frames.view_asset_frames and inspect them. Use that only to choose source files, moments, and rough trims. Build the visible edit as OpenChatCut timeline items. Do not treat raw source inspection as timeline verification or as permission to produce the edited video elsewhere.view_asset_frames({"assetId":"...","sourceTimesMs":[...]}) after read_project({"view":"assets"}) confirms the asset id/type. Prefer this over asking the user to reattach the file.When talking about seconds, verify the fps from read_project or use adapter tools that resolve fps internally.
When reporting a timeline item location, use only the latest read_project structure for track alias, item id, start, duration, and asset id. Do not report planned/default tracks or tool-call intent as verified placement.
Do not treat a command-line JSON response alone as sufficient when the user asks whether the editor reflects the result. Use the editor URL or visual proof when practical.
After every L1 Agent run, inspect the complete chat record before reporting success:
read_project result with the visible timeline.A run with a correct-looking timeline but an unreported tool error is not a clean pass. Fix the cause or report the remaining error explicitly.
If verification fails, classify the gap before changing tools:
read_project did not expose enough state