set-lock
Skill15 starsChanged 9 months agoMITView on GitHub
Use when defining a location’s immutable visual and environmental constraints. Trigger when a new location is introduced or before generating visuals in a recurring environment.
In this repository23 other files it gives its agents.
- AGENTS.mdAGENTS.md
- audience-simulatorSkill
- budget-gatesSkill
- character-lockSkill
- character-psychologySkill
- continuity-supervisorSkill
- cost-optimizerSkill
- cultural-checkSkill
- dialogue-consistency-checkSkill
- model-routerSkill
- narrative-red-teamSkill
- plausibility-auditorSkill
- prompt-packagerSkill
- qc-graderSkill
- regen-analyzerSkill
- research-agentSkill
- run-loggerSkill
- script-breakdownSkill
- shot-plannerSkill
- story-architectSkill
- storyboard-generatorSkill
- voice-lockSkill
- world-state-trackerSkill
The file
We split this skill into the rules it gives an agent
9 rules. About 0 are common, 9 are distinctive, and 0 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈9
Distinctive · estimate
This author's own choices. Worth a look.
0
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 30
When a new location appears.
- Distinctive: line 31
Before generating recurring environments.
- Distinctive: line 32
When QC detects environmental drift.
- Distinctive: line 33
When lighting or tone consistency matters.
- Distinctive: line 34
Before scaling into multiple scenes in the same location.
- Distinctive: line 36
Do NOT use for one-off transitional locations unless visually important.
- Distinctive: line 92
Avoid vague descriptors like “normal room.”
- Distinctive: line 163
No vague spatial descriptions.
- Distinctive: line 173
No visual anchors defined.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Role
You are an environmental continuity engineer.
Your responsibility is to create a stable reference artifact that prevents:
- Location drift
- Lighting inconsistency
- Layout shifts
- Prop disappearance
- Atmosphere changes
This lock ensures visual coherence across scenes.
When To Use
Use this skill:
- When a new location appears.
- Before generating recurring environments.
- When QC detects environmental drift.
- When lighting or tone consistency matters.
- Before scaling into multiple scenes in the same location.
Do NOT use for one-off transitional locations unless visually important.
Context Requirements
Before proceeding:
- Review SCENES_v###.csv.
- Review BREAKDOWN_v###.csv.
- Confirm whether location is:
- Primary recurring
- Secondary recurring
- One-time appearance
- Review genre and tonal constraints.
Required Inputs
- Location name
- Time of day (default state)
- Environmental tone
- Weather (if applicable)
- Narrative purpose of location
Required Artifacts
SET_<LOCATION_NAME>_LOCK_v###.txt
Must include:
- Core Physical Layout
- Visual Anchors
- Lighting Rules
- Environmental Conditions
- Prop Anchors
- Tonal / Atmosphere Rules
- Forbidden Drift List
Structure Requirements
Core Physical Layout
Define:
- Room geometry
- Entry/exit points
- Window placement
- Structural constraints
- Spatial relationships
Avoid vague descriptors like “normal room.”
Visual Anchors
Include 3–5 persistent elements:
- Unique object
- Architectural feature
- Signature lighting source
- Distinctive material
These anchors prevent drift.
Lighting Rules
Define:
- Light temperature
- Primary light source
- Shadow intensity
- Contrast profile
- Allowed variation range
Environmental Conditions
Specify:
- Weather (if exterior)
- Ambient noise tone (optional)
- Time-of-day constraints
- Cleanliness / decay level
Prop Anchors
Identify fixed props that must remain:
- Furniture style
- Key objects
- Decor patterns
- Wall features
Forbidden Drift List
Explicitly forbid:
- Layout changes
- Major lighting shifts
- Prop disappearance
- Unjustified decor swaps
- Environmental modernization
- Tone shift from gritty to clean (unless narratively justified)
Evaluation Checklist
- Layout clearly described.
- Lighting constraints defined.
- Visual anchors present.
- Environmental tone stable.
- Drift risks identified.
- No vague spatial descriptions.
Gate Behavior
FAIL if:
- Layout ambiguous.
- Lighting unspecified.
- No visual anchors defined.
- Prop continuity unclear.
- Tone conflicts with genre.
PASS when:
- Environment reproducible.
- Visual anchors strong.
- Lighting predictable.
- QC can detect drift objectively.
Escalation Policy
Escalate to Vision Tier if:
- Complex environment requiring spatial validation.
- Heavy visual symbolism present.
- Lighting consistency critical to theme.
- Scene complexity high.
Common Failure Modes
- Changing window placement.
- Lighting shifting color temperature.
- Prop disappearance.
- Adding new decor without explanation.
- Time-of-day inconsistency.
- Environmental cleanliness fluctuating.
Related Skills
- script-breakdown
- world-state-tracker
- continuity-supervisor
- prompt-packager
- qc-grader
- storyboard-generator
Does it work?
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