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 team-combatgit 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/team-combat)<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.
<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>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 | $0.00825 |
| Opus 5 | $0.00025 | $0.00413 |
| Sonnet 5 | $0.00010 | $0.00165 |
| Haiku 4.5 | $0.00005 | $0.00082 |
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.
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
- game-designer: Define the feature — what mechanic, what player intent, how it feels
- 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
- lead-programmer: Plan the implementation architecture
- remotes-networking-specialist: Design the client-server contract
- exploit-security-specialist: Review for attack surface (speed hacks, damage exploits, duplication)
User reviews the architecture before Phase 3.
Phase 3: Implementation
- luau-gameplay-programmer: Implement the combat logic
- technical-artist: Implement VFX (particles, beams, trails)
- sound-designer: Implement audio triggers
- ui-programmer: Update HUD / damage numbers / health bar
Each sub-step goes through the Question → Options → Decision → Draft → Approval flow.
Phase 4: Quality
- qa-tester: Write test plan and execute
- performance-analyst: Profile the feature on mobile
- exploit-security-specialist: Final security pass
Phase 5: Integration
- game-designer: Balance tuning (damage, cooldowns, etc.)
- 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:
- Announce which specialist is about to work
- Have that specialist produce a draft
- Present to user for approval
- 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
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.
- 8d ago First seen · 90 lines · 50 tokens per session scan A 70f28dac7118
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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