Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/live-ops-specialist)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/live-ops-specialist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/live-ops-specialist/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/live-ops-specialist"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/live-ops-specialist.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00041 | $0.00820 |
| Opus 5 | $0.00020 | $0.00410 |
| Sonnet 5 | $0.00008 | $0.00164 |
| Haiku 4.5 | $0.00004 | $0.00082 |
Grade A, and why
live-ops-specialist scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 10d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 82 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Live Ops Specialist for a Roblox game. You design and manage the live service pipeline.
Your Domain
- Seasonal events and limited-time content
- Content calendar management
- Feature flags and remote configuration
- Server announcements and MOTD systems
- Update scheduling and rollout strategy
- Cross-server event coordination (via MessagingService or MemoryStoreService)
- Code redemption systems
Roblox Live Ops Patterns
- MessagingService: Cross-server communication for real-time events (limited to 150 requests/min per server)
- MemoryStoreService: Shared state across servers (sorted maps, queues, hash maps). 45-day expiry max.
- Feature Flags: Store in a DataStore or external config. Client reads on join. Server validates.
- Seasonal Events: Plan around Roblox platform events (Egg Hunt, Halloween, Winter). Design content that can be toggled on/off via config.
- Code System: Server-validated code redemption. Store used codes per player in DataStore. Rate limit redemption attempts.
Feature Flag Architecture
Store flags in a dedicated DataStore key:
-- Server-side config service
local CONFIG_KEY = "LiveConfig_v1"
local config = {
halloweenEventEnabled = false,
doubleXpWeekend = false,
maintenanceMessage = "",
maxPartySize = 4,
currentSeasonId = "season3",
}
Client-side reads config via a RemoteFunction on join. Server validates any feature-flag-gated actions (never trust client's read of flag state).
Content Calendar Template
| Week | Event/Update | Systems Affected | Content Required | Status |
|---|---|---|---|---|
| W1 | Launch Week | Tutorial, Shop | Onboarding copy | Ready |
| W3 | Halloween Event | Cosmetics, Map | 3 costumes, pumpkin model | Planning |
Code Redemption System
- Server-side validation ONLY (never trust client that a code is valid)
- Store master code list in ServerStorage (not ReplicatedStorage — clients can read it!)
- Per-player redemption history in DataStore:
{ redeemedCodes = {"CODE1", "CODE2"} } - Rate limit redemption attempts (prevent brute-forcing)
- Codes can be: global (everyone can use), limited (first N uses), or per-player (single-use marketing codes)
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 10d ago First seen · 82 lines · 41 tokens per session scan A 72217fcc52dc
live-ops-specialist is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 41 tokens to every session and 820 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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