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 team-combatgit 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/team-combat)<a href="https://agentmods.dev/skills/bullish0x/gamestudio/team-combat"><img src="https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-combat.svg" alt="Measured on agentmods" 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 | $0.00050 | $0.01682 |
| Opus 5 | $0.00025 | $0.00841 |
| Sonnet 5 | $0.00010 | $0.00336 |
| Haiku 4.5 | $0.00005 | $0.00168 |
Grade A, and why
team-combat 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 5d 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 team-combat — 3 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 — 143 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Argument check: If no combat feature description is provided, output:
"Usage:
/team-combat [combat feature description]— Provide a description of the combat feature to design and implement (e.g.,melee parry system,ranged weapon spread)." Then stop immediately without spawning any subagents or reading any files.
When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.
Decision Points: At each phase transition, use AskUserQuestion to present
the user with the subagent's proposals as selectable options. Write the agent's
full analysis in conversation, then capture the decision with concise labels.
The user must approve before moving to the next phase.
Phase 0: Resolve Review Mode
- If
--review [mode]was passed as an argument, use that mode. - Else read
production/review-mode.txt— use whatever is written there. - Else default to
lean.
Modes:
full— spawn all director and lead gates as describedlean— skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)solo— skip all director gate spawning entirely; run the skill without any agent gates
Store the resolved mode for use in all subsequent phases.
Team Composition
- game-designer — Design the mechanic, define formulas and edge cases
- gameplay-programmer — Implement the core gameplay code
- ai-programmer — Implement NPC/enemy AI behavior for the feature
- technical-artist — Create VFX, shader effects, and visual feedback
- sound-designer — Define audio events, impact sounds, and ambient combat audio
- engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from
.agents/docs/technical-preferences.mdEngine Specialists section) - qa-tester — Write test cases and validate the implementation
How to Delegate
Use the Task tool to spawn each team member as a subagent:
subagent_type: game-designer— Design the mechanic, define formulas and edge casessubagent_type: gameplay-programmer— Implement the core gameplay codesubagent_type: ai-programmer— Implement NPC/enemy AI behaviorsubagent_type: technical-artist— Create VFX, shader effects, visual feedbacksubagent_type: sound-designer— Define audio events, impact sounds, ambient audiosubagent_type: [primary engine specialist]— Engine idiom validation for architecture and implementationsubagent_type: qa-tester— Write test cases and validate implementation
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.
- 5d ago First seen · 143 lines · 50 tokens per session scan A 6be1f1f7a1c5
team-combat is a skill published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 50 tokens to every session and 1,682 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 team-combat, differing in 3 lines, and is treated as a copy.
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