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 CodePhobiia/claude-roblox-game-studio --skill map-systemsgit clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studioWrote 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/codephobiia/claude-roblox-game-studio/map-systems)<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/map-systems"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/map-systems.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 | $0.00026 | $0.00993 |
| Opus 5 | $0.00013 | $0.00496 |
| Sonnet 5 | $0.00005 | $0.00199 |
| Haiku 4.5 | $0.00003 | $0.00099 |
Grade A, and why
map-systems 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 — 132 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/map-systems — System Inventory
Delegate to: game-designer
Purpose
A "system" is a cohesive gameplay feature with its own rules, data, and player interaction (e.g., Combat, Inventory, Shop, Quests, Friends). The systems index is the source of truth for "what does this game have."
Steps
1. Scan Existing State
- Read
design/gdd/for existing GDDs - Read
src/for code organization hints - Check
production/sprints/for recently worked-on systems
2. Identify Systems
List every system, planned or implemented:
Common Roblox game systems:
- Core Loop: the primary gameplay action
- Combat: damage, abilities, weapons
- Inventory: items, equipment, storage
- Progression: XP, levels, skills
- Economy: currencies, shops, trading
- Quests: missions, objectives, rewards
- Social: friends, parties, guilds, chat
- UI/HUD: menus, notifications
- Onboarding: tutorial, FTUE
- Daily Rewards: login streaks
- Codes: redemption system
- Settings: audio, graphics, controls
- Monetization: GamePasses, DevProducts
- Leaderboards: global rankings
- Events: seasonal content
- Cosmetics: skins, pets, accessories
3. Categorize by Status
For each system:
- Not started — exists only as an idea
- In design — GDD being written
- In implementation — code being written
- Implemented — feature in code, not yet polished
- Polished — feature complete and tested
- Live — shipped to players
4. Identify Dependencies
Which systems depend on which?
Example:
Shop
├── depends on: Inventory (to place bought items)
├── depends on: Economy (to charge currency)
└── depends on: UI (to display items)
Trading
├── depends on: Inventory
├── depends on: Economy (for trade tax)
├── depends on: Friends (to choose trade partner)
└── depends on: DataStore (for atomic swap)
5. Priority Scoring
For each system, assess:
- Player value (1-5): How important for the player experience?
- Effort (1-5): How much work to build?
- Risk (L/M/H): How uncertain is the implementation?
- Monetization impact (1-5): Does this drive revenue?
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 · 132 lines · 26 tokens per session scan A fec81d577df2
map-systems is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 26 tokens to every session and 993 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 2026-08-31.
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