team-combat

team-combat is a skill for Codex from frabcd/codex-ai-game-studio. It costs 50 tokens per session (1,800 once invoked), scanned A, original, MIT.

A coordinated workflow for designing, implementing, and testing a game combat feature with design, programming, art, sound, and QA roles.

In plain words
What is it for?
Use it for features such as melee parries or ranged-weapon spread.
Why use it?
It connects the many parts of combat work so a feature is considered from gameplay rules through implementation and validation.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions subagents; mentions Codex; $skill-name invocation.

Good fit Use it for features such as melee parries or ranged-weapon spread.

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Install with agentmods
npx agentmods add skills/frabcd/codex-ai-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 frabcd/codex-ai-game-studio --skill team-combat
Clone the repo
git clone --depth 1 https://github.com/frabcd/codex-ai-game-studio

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 team-combat

README.md
[![agentmods](https://agentmods.dev/badge/skills/frabcd/codex-ai-game-studio/team-combat/github.svg)](https://agentmods.dev/skills/frabcd/codex-ai-game-studio/team-combat)
Your own site
<a href="https://agentmods.dev/skills/frabcd/codex-ai-game-studio/team-combat"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-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/frabcd/codex-ai-game-studio/team-combat"><img src="https://agentmods.dev/badge/skills/frabcd/codex-ai-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 1,800 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 $0.01800
Opus 5 $0.00025 $0.00900
Sonnet 5 $0.00010 $0.00360
Haiku 4.5 $0.00005 $0.00180

Measured 6d ago against content hash d7ac2aa764dc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, 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 6d 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.

plugins/ai-game-studio/skills/team-combat/SKILL.md · 147 lines

How it starts

The opening of the file, as written. The whole thing — 147 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Port provenance: adapted from the pinned upstream source at 984023ddac0d5e27624f2baacde6105e45de375f under MIT; see the repository parity ledger for the exact path and blob.

Argument check: If no combat feature description is provided, output:

"Usage: $ai-game-studio:team-combat [combat feature description] — Provide a description of the combat feature to design and implement (e.g., melee parry system, ranged weapon spread)." Then stop immediately without spawning any subagents or reading any files.

When this skill is invoked with a valid argument, orchestrate the combat team through a structured pipeline.

Decision Points: At each phase transition, use the available user-input mechanism to present the user with the subagent's proposals as selectable options. Write the agent's full analysis in conversation, then capture the decision with concise labels. The user must approve before moving to the next phase.

Phase 0: Resolve Review Mode

  1. If --review [mode] was passed as an argument, use that mode.
  2. Else read production/review-mode.txt — use whatever is written there.
  3. Else default to lean.

Modes:

  • full — spawn all director and lead gates as described
  • lean — skip director gates unless they are PHASE-GATE type (CD-PHASE-GATE, TD-PHASE-GATE, PR-PHASE-GATE, AD-PHASE-GATE)
  • solo — skip all director gate spawning entirely; run the skill without any agent gates

Store the resolved mode for use in all subsequent phases.

Team Composition

  • game-designer — Design the mechanic, define formulas and edge cases
  • gameplay-programmer — Implement the core gameplay code
  • ai-programmer — Implement NPC/enemy AI behavior for the feature
  • technical-artist — Create VFX, shader effects, and visual feedback
  • sound-designer — Define audio events, impact sounds, and ambient combat audio
  • engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from .ai-game-studio/project.json Engine Specialists section)
  • qa-tester — Write test cases and validate the implementation

Read the full file on GitHub · 147 lines

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. 6d ago First seen · 147 lines · 50 tokens per session scan A d7ac2aa764dc

Subscribe to this mod's changes

team-combat is a skill published in the GitHub repository frabcd/codex-ai-game-studio (10 stars, last pushed 3d ago), licensed MIT. It adds 50 tokens to every session and 1,800 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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