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 devinilabs/pro-skill --skill design-action-combatgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/devinilabs/pro-skill/design-action-combat)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/design-action-combat"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/design-action-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/devinilabs/pro-skill/design-action-combat"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/design-action-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 | $0.00052 | $0.00354 |
| Opus 5.5 | $0.00021 | $0.00142 |
| Sonnet 5.5 | $0.00010 | $0.00071 |
| Haiku 4.5 | $0.00005 | $0.00035 |
Grade A, and why
design-action-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 1mo 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.
This is a copy
100% identical to design-action-combat — 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.
What it actually says
Design Action Combat
Treat combat as explicit state machines with visible, testable timing rather than animation-driven guesses.
Specify every combat verb
For each player or enemy action, define: startup, active window, recovery, cancellation rules, resource cost, contact shape, damage/posture outcome, cooldown, and feedback. Make telegraph, danger, contact, and recovery readable at normal camera distance.
Use authoritative outcomes
- Drive hits, blocks, parries, and interrupts from authoritative collision/contact events.
- Require direction, range, phase, and state validity before resolving an outcome.
- Apply each contact once using stable action and target identifiers.
- Keep visuals downstream of resolved simulation events.
Tune for decisions
Give each defense a distinct purpose: spacing, dodge, timed guard, interruption, or resource trade. Avoid unpunishable attacks, recovery loops, unavoidable damage, and dominant spam. Boss phases must alter decision pressure without invalidating learned timing.
Test combat deterministically
Cover early/late timing, wrong direction, out-of-range contact, multiple targets, interrupted actions, phase changes, cooldown boundaries, pause/frame step, equip swaps, and repeated inputs. Use seeded or queryable review scenarios instead of requiring long campaign playthroughs.
Verify in play
Test at realistic frame rate and camera distance. Confirm that player intent, contact feedback, health/posture changes, sound/VFX, and target state agree. Check reduced motion and input alternatives before release.
What ships with it
1 file 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.
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.
- 1mo ago First seen · 32 lines · 52 tokens per session scan A 0b6289f0c651
design-action-combat is a skill published in the GitHub repository devinilabs/pro-skill (28 stars, last pushed 2mo ago), licensed MIT. It adds 52 tokens to every session and 354 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to design-action-combat, differing in 0 lines, and is treated as a copy.
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