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-threejs-enemy-systemsgit 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-threejs-enemy-systems)<a href="https://agentmods.dev/skills/2233admin/design-pipeline/build-threejs-enemy-systems"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-threejs-enemy-systems/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-threejs-enemy-systems"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/build-threejs-enemy-systems.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 | $0.00064 | $0.00880 |
| Opus 5 | $0.00032 | $0.00440 |
| Sonnet 5 | $0.00013 | $0.00176 |
| Haiku 4.5 | $0.00006 | $0.00088 |
Grade A, and why
build-threejs-enemy-systems 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-threejs-enemy-systems — 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 — 60 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Three.js Enemy Systems
Make each enemy a portable authored definition consumed by shared runtime systems. Keep AI choice, combat resolution, rendering, and feedback as separate consumers of the same stable contract.
Separate content from runtime state
- Put stable IDs, role/tags, base stats, presentation spec, move IDs, AI hints, feedback hook IDs, rewards, and variant data in immutable authored definitions.
- Put instance ID, transform, health/posture, target, current move and phase clock, cooldowns, statuses, pathing, visibility, and LOD state in runtime instances.
- Reference definitions by ID. Reject duplicate IDs, missing references, invalid ranges, or impossible timing during content validation.
- Never mutate authored definitions, store live timers in content, or duplicate the combat clock across AI, animation, and rendering.
Normalize presentation contracts
Define these fields before integrating a model:
- source or factory ID, provenance, coordinate system, forward axis, and meters-per-unit;
- root pivot at ground contact, normalized scale, facing offset, and visual height;
- simple movement collider plus named hurtboxes, independent of render geometry;
- stable sockets for contact origins, weapons, projectiles, VFX, audio, UI markers, and targeting;
- rig and semantic clip map for idle, locomotion, moves, reactions, and death;
- LOD tiers with hysteresis, animation/update policy, and unchanged gameplay colliders.
Normalize at the asset boundary. Do not scatter scale fixes, pivot offsets, raw clip names, or compensating rotations through gameplay code.
Define moves as data
For every move, define:
- stable ID, AI tags, eligibility range/angle/line-of-sight, weight, and state prerequisites;
- startup and telegraph, one or more active windows, recovery, cooldown, and minimum commitment;
- movement, facing, cancellation, armor, interrupt, stagger, and phase rules;
- contact shape/socket, damage, posture, knockback, status, and per-target hit limits;
- semantic animation, VFX, and audio hook IDs with cleanup rules.
What ships with it
1 file 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 · 60 lines · 64 tokens per session scan A b33c08b3296e
build-threejs-enemy-systems is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 7d ago), licensed MIT. It adds 64 tokens to every session and 880 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-threejs-enemy-systems, differing in 0 lines, and is treated as a copy.
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