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 skills add 2233admin/design-pipeline --skill build-game-monster-systemgit clone --depth 1 https://github.com/2233admin/design-pipelineWrote 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/skills/2233admin/design-pipeline/build-game-monster-system)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-game-monster-system"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-game-monster-system/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/skills/2233admin/design-pipeline/build-game-monster-system"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-game-monster-system.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 | $0.00075 | $0.00922 |
| Opus 5 | $0.00037 | $0.00461 |
| Sonnet 5 | $0.00015 | $0.00184 |
| Haiku 4.5 | $0.00007 | $0.00092 |
Grade A, and why
build-game-monster-system 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.
This is a copy
100% identical to build-game-monster-system — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Game Monster System
Build monsters as gameplay-compatible runtime assets, not decorative meshes.
Establish the contract
Read references/monster-contract.md before implementation or audit. Check the real game content model, combat events, enemy state machine, collision API, camera distance, and asset loader before extending the contract.
Use related skills when applicable:
- Use
img2threejsfor image-driven procedural reconstruction and its staged visual gates. - Use
build-hybrid-game-assetsto choose procedural versus imported representation and record provenance/budgets. - Use
tune-enemy-aifor perception, intent, movement, and behavior transitions. - Use
design-action-combatfor startup/active/recovery timing and authoritative contact.
Separate four layers
MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.
Do not duplicate authored combat values in the rig or UI.
Build the rig
- Use
+Yup,+Zforward, meters, and a ground-contact root. - Keep
root -> motion -> bodystable across every monster and LOD. - Parent limb segments as real joint chains so shoulder/hip motion propagates through elbows/knees to wrists/ankles.
- Name semantic equivalents for nonhumanoids; do not fake absent anatomy.
- Provide sockets for attack origins, VFX, audio, targeting, ground contact, attachments, and death effects.
- Keep visual meshes out of physics by default. Provide simple solid, navigation, hurt, attack, and trigger shapes separately.
- Preserve root, joints, sockets, collision, and animation state across LOD changes.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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 · 64 lines · 75 tokens per session scan A e3e50af4a34f
build-game-monster-system is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 7d ago), licensed MIT. It adds 75 tokens to every session and 922 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-monster-system, differing in 0 lines, and is treated as a copy.
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