team-combat

team-combat is a skill for Claude Code from bullish0x/GameStudio. It costs 50 tokens per session (1,682 once invoked), scanned A, a copy of team-combat, MIT.

A coordinated team of specialist agents for designing, implementing, and testing a game combat feature.

In plain words
What is it for?
Use it for features such as melee parries, ranged weapon spread, enemy behavior, combat effects, and related validation.
Why use it?
It combines game design, programming, artificial intelligence, sound, visual effects, and testing around one combat system.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool; installed under .agents/ (shared by several agents).

Good fit Use it for features such as melee parries, ranged weapon spread, enemy behavior, combat effects, and related validation.

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

README.md
[![agentmods](https://agentmods.dev/badge/skills/bullish0x/gamestudio/team-combat.svg)](https://agentmods.dev/skills/bullish0x/gamestudio/team-combat)
Your own site
<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>
Per session 50 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,682 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 100% copy Near-identical to another mod 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 $0.00050 $0.01682
Opus 5 $0.00025 $0.00841
Sonnet 5 $0.00010 $0.00336
Haiku 4.5 $0.00005 $0.00168

Measured 5d ago against content hash 6be1f1f7a1c5, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

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.

Origin

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.

.agents/skills/team-combat/SKILL.md · 143 lines

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

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — 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.md Engine 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 cases
  • subagent_type: gameplay-programmer — Implement the core gameplay code
  • subagent_type: ai-programmer — Implement NPC/enemy AI behavior
  • subagent_type: technical-artist — Create VFX, shader effects, visual feedback
  • subagent_type: sound-designer — Define audio events, impact sounds, ambient audio
  • subagent_type: [primary engine specialist] — Engine idiom validation for architecture and implementation
  • subagent_type: qa-tester — Write test cases and validate implementation

Read the full file on GitHub · 143 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. 5d ago First seen · 143 lines · 50 tokens per session scan A 6be1f1f7a1c5

Subscribe to this mod's changes

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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