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 bullish0x/GameStudio --skill health-combat-systemgit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/bullish0x/gamestudio/health-combat-system)<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.
<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>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 | $0.00022 | $0.03831 |
| Opus 5 | $0.00011 | $0.01916 |
| Sonnet 5 | $0.00004 | $0.00766 |
| Haiku 4.5 | $0.00002 | $0.00383 |
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.
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
- Event-Driven: Use events for damage/healing
- Extensible: Support multiple damage types
- Balanced: Clear combat formulas
- Feedback: Visual/audio damage feedback
- Data-Driven: Configure via components
- 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;
}
}
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.
- 9d ago First seen · 626 lines · 22 tokens per session scan A 42e4a363fe98
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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