build-game-monster-system

build-game-monster-system is a skill for Codex from devinilabs/pro-skill. It costs 75 tokens per session (922 once invoked), scanned A, a copy of build-game-monster-system, MIT.

A development guide for making rigged monsters work as interactive enemies in Three.js and web action games. It covers the monster's data, body rig, live game state, animations, collisions, and visual detail levels.

In plain words
What is it for?
Use it to build, connect, review, or refactor monster assets, joints, sockets, hit areas, attacks, animations, enemy runtime code, and level-of-detail versions.
Why use it?
It prevents a monster model from being only a decorative 3D object that cannot participate correctly in combat or game logic.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to build, connect, review, or refactor monster assets, joints, sockets, hit areas, attacks, animations, enemy runtime code, and level-of-detail versions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/build-game-monster-system
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 devinilabs/pro-skill --skill build-game-monster-system
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: Codex.

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 build-game-monster-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-monster-system.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/build-game-monster-system)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-game-monster-system"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-game-monster-system.svg" alt="Measured on agentmods" height="20"></a>
Per session 75 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 922 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 $0.00075 $0.00922
Opus 5 $0.00037 $0.00461
Sonnet 5 $0.00015 $0.00184
Haiku 4.5 $0.00007 $0.00092

Measured 8d ago against content hash e3e50af4a34f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

build-game-monster-system 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.

Origin

This is a copy

100% identical to build-game-monster-system — 0 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.

agent-skills/game-development/build-game-monster-system/SKILL.md · 64 lines

How it starts

The opening of the file, as written. The whole thing — 64 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Build Game Monster System

Build monsters as gameplay-compatible runtime assets, not decorative meshes.

Establish the contract

Read references/monster-contract.md before implementation or audit. Check the real game content model, combat events, enemy state machine, collision API, camera distance, and asset loader before extending the contract.

Use related skills when applicable:

  • Use img2threejs for image-driven procedural reconstruction and its staged visual gates.
  • Use build-hybrid-game-assets to choose procedural versus imported representation and record provenance/budgets.
  • Use tune-enemy-ai for perception, intent, movement, and behavior transitions.
  • Use design-action-combat for startup/active/recovery timing and authoritative contact.

Separate four layers

  1. MonsterDefinition: serializable authored facts, tags, scale, stats, attacks, locomotion, asset provenance, and budgets.
  2. MonsterRig: semantic transform hierarchy, joints, sockets, secondary-motion anchors, materials, and LOD visuals.
  3. MonsterRuntime: current state, timers, target intent, health/posture, cooldowns, and authoritative combat events.
  4. MonsterViewAdapter: drives rig poses, VFX, audio, visibility, and LOD from runtime state; never decides hits from rendered pose.

Do not duplicate authored combat values in the rig or UI.

Build the rig

  • Use +Y up, +Z forward, meters, and a ground-contact root.
  • Keep root -> motion -> body stable across every monster and LOD.
  • Parent limb segments as real joint chains so shoulder/hip motion propagates through elbows/knees to wrists/ankles.
  • Name semantic equivalents for nonhumanoids; do not fake absent anatomy.
  • Provide sockets for attack origins, VFX, audio, targeting, ground contact, attachments, and death effects.
  • Keep visual meshes out of physics by default. Provide simple solid, navigation, hurt, attack, and trigger shapes separately.
  • Preserve root, joints, sockets, collision, and animation state across LOD changes.

Read the full file on GitHub · 64 lines

Files

What ships with it

2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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 · 64 lines · 75 tokens per session scan A e3e50af4a34f

Subscribe to this mod's changes

build-game-monster-system is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 25d ago), licensed MIT. It adds 75 tokens to every session and 922 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-game-monster-system, differing in 0 lines, and is treated as a copy.

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