level-system

level-system is a skill for Claude Code from bullish0x/GameStudio. It costs 18 tokens per session (3,593 once invoked), scanned A, original, MIT.

A level and progression system for giving players experience, levels, skill trees, stat improvements, and unlockable rewards.

In plain words
What is it for?
Use it to implement experience points, leveling, progression curves, skill trees, level-up events, and saved progress.
Why use it?
It keeps advancement rules and progression data organized as players gain experience.

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 implement experience points, leveling, progression curves, skill trees, level-up events, and saved progress.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/level-system/github.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/level-system)
Your own site
<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.

agentmods 80×15 button for level-system

Your own site · 80×15
<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>
Per session 18 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,593 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 $0.00018 $0.03593
Opus 5 $0.00009 $0.01796
Sonnet 5 $0.00004 $0.00719
Haiku 4.5 $0.00002 $0.00359

Measured 7d ago against content hash 8af6c1a53dab, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

.agents/skills/level-system/SKILL.md · 624 lines

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

  1. Balanced Progression: Fair XP curves
  2. Rewarding: Clear benefits from leveling
  3. Data-Driven: Configure progression in data
  4. Event-Driven: Level-up events
  5. Flexible: Support different progression types
  6. 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;
  }
}

Read the full file on GitHub · 624 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. 7d ago First seen · 624 lines · 18 tokens per session scan A 8af6c1a53dab

Subscribe to this mod's changes

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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