0xsline/verification
Use when checking whether agent edits are reflected in the OpenChatCut project and editor.
npx skills add https://github.com/0xsline/OpenChatCut --skill verification
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:
in the project media store (/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 contactsheet 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:
and tool results that the final response incorrectly describes as successful.
read_project result with the visible timeline.assistant summary.
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 stateTake 0xsline/verification from the repository into ~/.claude/skills for personal
use, or into .claude/skills inside a project.
The agent identifies a skill by the name field in its header. Two skills with the
same name cannot sit side by side — one of them will be ignored.
The instructions reference npx.
Without those the skill loads but fails at the first command.