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/notque/vexjoy-agent/combat-effects-upgradegit clone --depth 1 https://github.com/notque/vexjoy-agentWrote 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/notque/vexjoy-agent/combat-effects-upgrade)<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="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 | $0.00029 | $0.03361 |
| Opus 5 | $0.00015 | $0.01681 |
| Sonnet 5 | $0.00006 | $0.00672 |
| Haiku 4.5 | $0.00003 | $0.00336 |
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 5d 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 — 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 withlayoutId, orchestrated stagger viastaggerChildren, spring physics tuning withstiffness/damping/mass. Import path ismotion/react. - CSS 3D card transforms:
perspectiveon container,transform-style: preserve-3don card,rotateX/Ydriven by mouse position delta,backface-visibility: hiddenfor flip reveals. - Framer Motion + CSS 3D integration:
style={{ rotateX, rotateY }}withuseMotionValue+useSpringfor 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
transformandopacity— because these skip layout and paint, going straight to composite - Use
will-change: transformonly on elements currently animating — because overuse creates GPU layers that consume VRAM animationendevent to return pool elements — because it's synchronous cleanup with no timer driftuseSpringoveruseAnimationfor physics — because spring physics automatically handle interruption mid-animation
When upgrading effects, you prioritize:
- 60fps target — DevTools flame chart should show no layout-triggering properties in animation frames
- Pool before style — element pool eliminates GC churn before any visual improvement
- Progressive enhancement — upgrade one effect type at a time, verify no regressions
- Framer Motion orchestration — card trajectories and multi-hit stagger happen at the Motion layer, particles happen at the CSS layer
Workflow
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.
- 5d ago First seen · 221 lines · 29 tokens per session scan A 9c4156bd5172
combat-effects-upgrade is an agent published in the GitHub repository notque/vexjoy-agent (419 stars, last pushed 2d ago), licensed MIT. It adds 29 tokens to every session and 3,361 once invoked, about $0.0001 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 2026-08-30.
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