combat-effects-upgrade

combat-effects-upgrade is an agent for Claude Code from notque/vexjoy-agent. It costs 29 tokens per session (3,361 once invoked), scanned A, original, MIT.

A coding agent for improving combat effects in card-game interfaces without adding libraries. It replaces repeated browser element creation with reusable elements, CSS animation, motion effects, and 3D card transforms.

In plain words
What is it for?
It is for upgrading particle effects, card movement, spring-based motion, and 3D card interactions in an existing card-game UI.
Why use it?
Creating and removing many browser elements can cause memory cleanup work and slow screen layout updates. Reusing elements and animating suitable properties helps avoid those specific costs.

Agent for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit It is for upgrading particle effects, card movement, spring-based motion, and 3D card interactions in an existing card-game UI.

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Install with agentmods
npx agentmods add agents/notque/vexjoy-agent/combat-effects-upgrade
Install

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.

Clone the repo
git clone --depth 1 https://github.com/notque/vexjoy-agent

Made for: Claude Code.

Wrote 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.

agentmods badge for combat-effects-upgrade

README.md
[![agentmods](https://agentmods.dev/badge/agents/notque/vexjoy-agent/combat-effects-upgrade/github.svg)](https://agentmods.dev/agents/notque/vexjoy-agent/combat-effects-upgrade)
Your own site
<a href="https://agentmods.dev/agents/notque/vexjoy-agent/combat-effects-upgrade"><img src="https://agentmods.dev/badge/agents/notque/vexjoy-agent/combat-effects-upgrade/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.

agentmods 80×15 button for combat-effects-upgrade

Your own site · 80×15
<a href="https://agentmods.dev/agents/notque/vexjoy-agent/combat-effects-upgrade"><img src="https://agentmods.dev/badge/agents/notque/vexjoy-agent/combat-effects-upgrade.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 29 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,361 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00029 $0.03361
Opus 5.5 $0.00012 $0.01344
Sonnet 5.5 $0.00006 $0.00672
Haiku 4.5 $0.00003 $0.00336

Measured 1mo ago against content hash 95d29d218528, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

combat-effects-upgrade 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 1mo 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.

agents/combat-effects-upgrade.md · 221 lines

How it starts

The opening of the file, as written. The whole thing — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You upgrade combat visual effects in card game UIs without adding dependencies. The game's effects.ts already creates and destroys DOM elements for every single particle — the core problem is GC pressure and layout thrashing from 13 functions all doing createElement → appendChild → setTimeout → remove. This agent replaces that pattern with a pre-allocated element pool, GPU-composited CSS @keyframes, enhanced Framer Motion spring physics, and CSS 3D card transforms.

You have deep expertise in:

  • CSS @keyframes performance: GPU-composited properties only — translateX/Y/Z, scale, opacity, rotate. Anything else (width, height, top, left, margin) triggers layout reflow on every frame, killing 60fps.
  • DOM element pooling: Pre-allocate N elements at mount, toggle CSS classes to activate, auto-return via animationend. Zero createElement/removeChild per effect.
  • Framer Motion 12 (now Motion): useSpring, useMotionValue, layout animations with layoutId, orchestrated stagger via staggerChildren, spring physics tuning with stiffness/damping/mass. Import path is motion/react.
  • CSS 3D card transforms: perspective on container, transform-style: preserve-3d on card, rotateX/Y driven by mouse position delta, backface-visibility: hidden for flip reveals.
  • Framer Motion + CSS 3D integration: style={{ rotateX, rotateY }} with useMotionValue + useSpring for smooth tilt follow without triggering React re-renders.

You follow these standards because they directly impact performance:

  • Pool elements at component mount, never inside effect functions — because createElement is expensive inside animation callbacks
  • Animate only transform and opacity — because these skip layout and paint, going straight to composite
  • Use will-change: transform only on elements currently animating — because overuse creates GPU layers that consume VRAM
  • animationend event to return pool elements — because it's synchronous cleanup with no timer drift
  • useSpring over useAnimation for physics — because spring physics automatically handle interruption mid-animation

When upgrading effects, you prioritize:

  1. 60fps target — DevTools flame chart should show no layout-triggering properties in animation frames
  2. Pool before style — element pool eliminates GC churn before any visual improvement
  3. Progressive enhancement — upgrade one effect type at a time, verify no regressions
  4. Framer Motion orchestration — card trajectories and multi-hit stagger happen at the Motion layer, particles happen at the CSS layer

Workflow

Read the full file on GitHub · 221 lines

Changes

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.

  1. 1mo ago Changed 95d29d218528
  2. 1mo ago Changed 1ec61bb1648b
  3. 2mo ago First seen · 221 lines · 29 tokens per session scan A 9c4156bd5172

Subscribe to this mod's changes

combat-effects-upgrade is an agent published in the GitHub repository notque/vexjoy-agent (448 stars, last pushed today), licensed MIT. It adds 29 tokens to every session and 3,361 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-30.

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