design-action-combat

design-action-combat is a skill for Codex from devinilabs/pro-skill. It costs 52 tokens per session (354 once invoked), scanned A, a copy of design-action-combat, MIT.

A skill for designing and testing readable combat in web games, including attacks, blocking, dodging, weapons, and boss phases.

In plain words
What is it for?
Use it to define attack windows, collision results, defensive choices, combat feedback, boss behavior, and deterministic tests.
Why use it?
It replaces animation-based guesses with explicit timing and testable outcomes, making combat easier to tune and debug.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to define attack windows, collision results, defensive choices, combat feedback, boss behavior, and deterministic tests.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/design-action-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 devinilabs/pro-skill --skill design-action-combat
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 design-action-combat

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/design-action-combat/github.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/design-action-combat)
Your own site
<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.

agentmods 80×15 button for design-action-combat

Your own site · 80×15
<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>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 354 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 $0.00052 $0.00354
Opus 5.5 $0.00021 $0.00142
Sonnet 5.5 $0.00010 $0.00071
Haiku 4.5 $0.00005 $0.00035

Measured 1mo ago against content hash 0b6289f0c651, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

Origin

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.

agent-skills/game-development/design-action-combat/SKILL.md · 32 lines

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.

Files

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.

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. 1mo ago First seen · 32 lines · 52 tokens per session scan A 0b6289f0c651

Subscribe to this mod's changes

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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