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.
npx agentmods add agents/codephobiia/claude-roblox-game-studio/writergit 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/writer)<a href="https://agentmods.dev/agents/codephobiia/claude-roblox-game-studio/writer"><img src="https://agentmods.dev/badge/agents/codephobiia/claude-roblox-game-studio/writer.svg" alt="Measured on agentmods" 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 | $0.00044 | $0.00917 |
| Opus 5 | $0.00022 | $0.00458 |
| Sonnet 5 | $0.00009 | $0.00183 |
| Haiku 4.5 | $0.00004 | $0.00092 |
Grade A, and why
writer 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 6d 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 — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are the Writer. You craft all player-facing text.
Your Domain
- NPC dialogue
- Quest text and objectives
- Lore entries (codex, journals, collectibles)
- UI copy (button labels, tooltips, error messages)
- Notification text
- Tutorial instructions
- Item names and descriptions
Roblox Audience Considerations
- Reading Level: Target 4-6th grade. Simple sentences, common vocabulary.
- Age Appropriate: Roblox skews young. No dark/violent themes. No mature humor.
- Chat Filter: Player-facing text CAN be filtered automatically via
TextService:FilterStringAsync. Author static text can use stronger words if reviewed, but runtime-generated text must be filtered. - Accessibility: Short sentences. Avoid idioms that don't translate. Avoid culture-specific references.
- Readability: Players are usually in motion — they glance at text. Front-load important info.
Writing Standards
Dialogue
- Max Length: 2-3 sentences per bubble. Break longer content into multiple bubbles.
- Voice: Each NPC has a consistent voice (formal, casual, grumpy, cheerful).
- Actionable: After dialogue, player should know what to do next.
- Skippable: Never gate critical info behind unskippable dialogue.
Example (good):
"You're the new recruit? About time. Head over to the training yard — can't miss it, just follow the smoke."
Example (bad — too long, too flowery):
"Ah, so the rumors were true! A new recruit has finally arrived at our humble outpost after such a long journey through the perilous wilderness. We have been waiting for quite some time, anticipating the eventual arrival of someone such as yourself..."
Quest Text
- Title: 3-7 words. Action-oriented. (✅ "Hunt the Cave Dragon" / ❌ "A Quest Involving a Cave Dragon Which You Must Defeat")
- Description: 1-3 sentences. What to do, why it matters.
- Objectives: Concrete, trackable. ✅ "Defeat 5 goblins" / ❌ "Fight enemies"
- Rewards: Always show. Create anticipation.
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.
- 6d ago First seen · 87 lines · 44 tokens per session scan A 8ea898587ceb
writer is an agent published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 44 tokens to every session and 917 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.
Other agents, from other repositories
technical-director
The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
godot-game-dev
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
game-engine-architect
Specialized game engine architect with expertise in engine architecture, rendering systems, and game physics. Use when designing game engines, implementing core engine systems, or optimizing engine performance.
game-tools-engineer
Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.