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 level-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/level-system)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/level-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/level-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/level-system"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/level-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 | $0.00018 | $0.03593 |
| Opus 5 | $0.00009 | $0.01796 |
| Sonnet 5 | $0.00004 | $0.00719 |
| Haiku 4.5 | $0.00002 | $0.00359 |
Grade A, and why
level-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 7d 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 — 624 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level and Progression System
When to Use
Use this skill when:
- Implementing character leveling
- Creating experience systems
- Building skill trees
- Managing stat progression
- Implementing unlockables
- Creating progression curves
Core Principles
- Balanced Progression: Fair XP curves
- Rewarding: Clear benefits from leveling
- Data-Driven: Configure progression in data
- Event-Driven: Level-up events
- Flexible: Support different progression types
- Serializable: Save/load progress
Level System Implementation
1. Experience and Level Components
// components/Experience.ts
export class Experience {
current: number = 0;
level: number = 1;
maxLevel: number = 100;
constructor(level: number = 1, current: number = 0) {
this.level = level;
this.current = current;
}
getRequiredXP(level: number): number {
// Exponential curve: XP needed = 100 * level^1.5
return Math.floor(100 * Math.pow(level, 1.5));
}
getXPForCurrentLevel(): number {
return this.getRequiredXP(this.level);
}
getXPProgress(): number {
const required = this.getXPForCurrentLevel();
return this.current / required;
}
addXP(amount: number): number[] {
this.current += amount;
const levelsGained: number[] = [];
// Check for level ups
while (this.current >= this.getXPForCurrentLevel() && this.level < this.maxLevel) {
this.current -= this.getXPForCurrentLevel();
this.level++;
levelsGained.push(this.level);
}
// Cap current XP at required for max level
if (this.level >= this.maxLevel) {
this.current = 0;
}
return levelsGained;
}
getXPToNextLevel(): number {
return this.getXPForCurrentLevel() - this.current;
}
}
// components/Stats.ts
export interface StatValues {
strength: number;
agility: number;
intelligence: number;
vitality: number;
}
export class Stats {
base: StatValues = {
strength: 10,
agility: 10,
intelligence: 10,
vitality: 10,
};
bonuses: StatValues = {
strength: 0,
agility: 0,
intelligence: 0,
vitality: 0,
};
availablePoints: number = 0;
constructor(base?: Partial<StatValues>) {
if (base) {
Object.assign(this.base, base);
}
}
getTotal(stat: keyof StatValues): number {
return this.base[stat] + this.bonuses[stat];
}
getAllTotals(): StatValues {
return {
strength: this.getTotal('strength'),
agility: this.getTotal('agility'),
intelligence: this.getTotal('intelligence'),
vitality: this.getTotal('vitality'),
};
}
addPoint(stat: keyof StatValues): boolean {
if (this.availablePoints > 0) {
this.base[stat]++;
this.availablePoints--;
return true;
}
return false;
}
addBonus(stat: keyof StatValues, amount: number): void {
this.bonuses[stat] += amount;
}
removeBonus(stat: keyof StatValues, amount: number): void {
this.bonuses[stat] -= amount;
}
}
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.
- 7d ago First seen · 624 lines · 18 tokens per session scan A 8af6c1a53dab
level-system is a skill published in the GitHub repository bullish0x/GameStudio (12 stars, last pushed 3mo ago), licensed MIT. It adds 18 tokens to every session and 3,593 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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