team-combat

team-combat is a skill for Claude Code from CodePhobiia/claude-roblox-game-studio. It costs 50 tokens per session (825 once invoked), scanned A, original, MIT.

A coordinated workflow for designing and building a combat feature in a Roblox game. It connects game design, implementation, networking, visual effects, sound, interface, testing, performance, and security review.

In plain words
What is it for?
Use it to define combat mechanics, design client-server behavior, implement attacks and effects, update the HUD, test edge cases, and check mobile performance and exploits.
Why use it?
It helps keep combat rules, multiplayer communication, feedback, performance, and cheat prevention aligned across the feature.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

Good fit Use it to define combat mechanics, design client-server behavior, implement attacks and effects, update the HUD, test edge cases, and check mobile performance and exploits.

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Install with agentmods
npx agentmods add skills/codephobiia/claude-roblox-game-studio/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 CodePhobiia/claude-roblox-game-studio --skill team-combat
Clone the repo
git clone --depth 1 https://github.com/CodePhobiia/claude-roblox-game-studio

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/codephobiia/claude-roblox-game-studio/team-combat/github.svg)](https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-combat)
Your own site
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-combat"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-combat/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 team-combat

Your own site · 80×15
<a href="https://agentmods.dev/skills/codephobiia/claude-roblox-game-studio/team-combat"><img src="https://agentmods.dev/badge/skills/codephobiia/claude-roblox-game-studio/team-combat.svg" alt="Reviewed on agentmods" width="80" 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 825 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 $0.00050 $0.00825
Opus 5 $0.00025 $0.00413
Sonnet 5 $0.00010 $0.00165
Haiku 4.5 $0.00005 $0.00082

Measured 8d ago against content hash 70f28dac7118, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, 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 8d 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.

.claude/skills/team-combat/SKILL.md · 90 lines

How it starts

The opening of the file, as written. The whole thing — 90 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/team-combat — Combat Feature Team

Orchestration Flow

Combat features touch many specialists. This skill coordinates them.

Phase 1: Design

  1. game-designer: Define the feature — what mechanic, what player intent, how it feels
  2. systems-designer: Translate into detailed spec with formulas, edge cases, data schema

User reviews and approves the design before moving to Phase 2.

Phase 2: Architecture

  1. lead-programmer: Plan the implementation architecture
  2. remotes-networking-specialist: Design the client-server contract
  3. exploit-security-specialist: Review for attack surface (speed hacks, damage exploits, duplication)

User reviews the architecture before Phase 3.

Phase 3: Implementation

  1. luau-gameplay-programmer: Implement the combat logic
  2. technical-artist: Implement VFX (particles, beams, trails)
  3. sound-designer: Implement audio triggers
  4. ui-programmer: Update HUD / damage numbers / health bar

Each sub-step goes through the Question → Options → Decision → Draft → Approval flow.

Phase 4: Quality

  1. qa-tester: Write test plan and execute
  2. performance-analyst: Profile the feature on mobile
  3. exploit-security-specialist: Final security pass

Phase 5: Integration

  1. game-designer: Balance tuning (damage, cooldowns, etc.)
  2. producer: Update sprint plan, systems-index

Steps

1. Gather Context

Ask:

  • "What combat feature are we building?" (new weapon, new ability, new enemy, etc.)
  • "What's the intended player experience?"
  • "What systems does this touch?" (just combat, or also inventory/progression/UI?)
  • "What's the scope?" (afternoon prototype, full sprint feature, multi-sprint feature)

2. Delegate Through Each Phase

For each phase:

  1. Announce which specialist is about to work
  2. Have that specialist produce a draft
  3. Present to user for approval
  4. On approval, move to next phase

3. Handle Blockers

If a phase reveals a blocker (e.g., exploit-security-specialist says the design is unsafe):

  • Pause the flow
  • Escalate to the director (technical-director for tech blockers, creative-director for design blockers)
  • Wait for user to resolve
  • Resume the flow

Read the full file on GitHub · 90 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. 8d ago First seen · 90 lines · 50 tokens per session scan A 70f28dac7118

Subscribe to this mod's changes

team-combat is a skill published in the GitHub repository CodePhobiia/claude-roblox-game-studio (9 stars, last pushed 4mo ago), licensed MIT. It adds 50 tokens to every session and 825 once invoked, about $0.0003 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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