health-combat-system

health-combat-system is a skill for Claude Code from bullish0x/GameStudio. It costs 22 tokens per session (3,831 once invoked), scanned A, original, MIT.

A health and combat system for game characters and other entities. It covers damage, healing, armor, status effects, damage types, and temporary invulnerability.

In plain words
What is it for?
Use it to build health bars, attacks, defenses, healing, regeneration, status effects, and combat feedback.
Why use it?
It provides a consistent way to calculate and track combat effects instead of implementing each interaction separately.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: installed under .agents/ (shared by several agents).

Good fit Use it to build health bars, attacks, defenses, healing, regeneration, status effects, and combat feedback.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/bullish0x/gamestudio/health-combat-system
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.

Any agent
npx skills add bullish0x/GameStudio --skill health-combat-system
Clone the repo
git clone --depth 1 https://github.com/bullish0x/GameStudio

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 health-combat-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/health-combat-system/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/health-combat-system)
Your own site
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/health-combat-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/health-combat-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.

agentmods 80×15 button for health-combat-system

Your own site · 80×15
<a href="https://agentmods.dev/skills/bullish0x/gamestudio/health-combat-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/health-combat-system.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 22 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,831 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 $0.00022 $0.03831
Opus 5 $0.00011 $0.01916
Sonnet 5 $0.00004 $0.00766
Haiku 4.5 $0.00002 $0.00383

Measured 9d ago against content hash 42e4a363fe98, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

health-combat-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 9d 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/skills/health-combat-system/SKILL.md · 626 lines

How it starts

The opening of the file, as written. The whole thing — 626 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Health and Combat System

When to Use

Use this skill when:

  • Implementing health and damage
  • Creating combat mechanics
  • Adding status effects
  • Building armor/defense systems
  • Implementing healing
  • Creating damage types

Core Principles

  1. Event-Driven: Use events for damage/healing
  2. Extensible: Support multiple damage types
  3. Balanced: Clear combat formulas
  4. Feedback: Visual/audio damage feedback
  5. Data-Driven: Configure via components
  6. Invulnerability: Temporary damage immunity

Health and Combat Implementation

1. Health Components

// components/Health.ts
export class Health {
  current: number;
  max: number;
  regenRate: number = 0; // HP per second
  isInvulnerable: boolean = false;
  invulnerabilityDuration: number = 0;

  constructor(max: number, current?: number, regenRate: number = 0) {
    this.max = max;
    this.current = current ?? max;
    this.regenRate = regenRate;
  }

  isDead(): boolean {
    return this.current <= 0;
  }

  isFullHealth(): boolean {
    return this.current >= this.max;
  }

  getHealthPercent(): number {
    return this.current / this.max;
  }

  damage(amount: number): void {
    if (this.isInvulnerable) return;

    this.current = Math.max(0, this.current - amount);
  }

  heal(amount: number): void {
    this.current = Math.min(this.max, this.current + amount);
  }

  setInvulnerable(duration: number): void {
    this.isInvulnerable = true;
    this.invulnerabilityDuration = duration;
  }
}

// components/Armor.ts
export class Armor {
  value: number; // Flat damage reduction
  percentage: number = 0; // 0-1, percentage reduction

  constructor(value: number = 0, percentage: number = 0) {
    this.value = value;
    this.percentage = percentage;
  }

  calculateReduction(damage: number): number {
    // Apply percentage reduction first
    let reduced = damage * (1 - this.percentage);

    // Then flat reduction
    reduced = Math.max(0, reduced - this.value);

    return reduced;
  }
}

// components/Attack.ts
export class Attack {
  damage: number;
  damageType: string = 'physical';
  range: number;
  cooldown: number = 0;
  cooldownTime: number;
  attackSpeed: number = 1; // Attacks per second

  constructor(
    damage: number,
    range: number,
    cooldownTime: number = 1,
    damageType: string = 'physical'
  ) {
    this.damage = damage;
    this.range = range;
    this.cooldownTime = cooldownTime;
    this.damageType = damageType;
  }

  canAttack(): boolean {
    return this.cooldown <= 0;
  }

  startCooldown(): void {
    this.cooldown = this.cooldownTime;
  }
}

Read the full file on GitHub · 626 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. 9d ago First seen · 626 lines · 22 tokens per session scan A 42e4a363fe98

Subscribe to this mod's changes

health-combat-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 22 tokens to every session and 3,831 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 2026-09-03.

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