Borrowing it
Nothing to install: this file belongs to geleynse/gantry. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/geleynse/gantry/main/.claude/skills/add-compound-tool/SKILL.mdgit clone --depth 1 https://github.com/geleynse/gantryWrote 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/geleynse/gantry/add-compound-tool)<a href="https://agentmods.dev/skills/geleynse/gantry/add-compound-tool"><img src="https://agentmods.dev/badge/skills/geleynse/gantry/add-compound-tool/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/geleynse/gantry/add-compound-tool"><img src="https://agentmods.dev/badge/skills/geleynse/gantry/add-compound-tool.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 | $0.00054 | $0.03417 |
| Opus 5 | $0.00027 | $0.01708 |
| Sonnet 5 | $0.00011 | $0.00683 |
| Haiku 4.5 | $0.00005 | $0.00342 |
Grade A, and why
add-compound-tool 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 9d 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 — 249 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Adding a Compound Tool — Gantry Proxy
Compound tools orchestrate several game-server calls (with tick waits, retries,
verification) behind one MCP tool call. They never talk to the game server
directly — they call client.execute(...) the same way handlePassthrough
does, just in a loop.
Reality check on existing docs: CONTRIBUTING.md and docs/compound-tools.md
both say the canonical implementation lives in compound-tools-impl.ts. That
file is now a 34-line re-export shim for backward compatibility — the real
code is one file per tool under server/src/proxy/compound-tools/. Use this
skill, not those two docs, for the mechanics.
File layout
server/src/proxy/compound-tools/
├── types.ts # CompoundToolDeps, CompoundResult, GameClientLike
├── utils.ts # stripPendingFields, waitForNavCacheUpdate, findTargets, isAmmoItem, ...
├── descriptions.ts # COMPOUND_TOOL_DESCRIPTIONS + COMPOUND_TOOL_NAMES (test-only; dashboard has its own copy, see step 5)
├── index.ts # barrel — re-exports every tool + types + utils
├── batch-mine.ts # simplest example — copy this for a straight loop-with-early-exit tool
├── flee.ts # good example of branching / edge-case handling (phantom-battle detection)
└── <name>.ts # your new tool
Create server/src/proxy/compound-tools/<name>.ts. One file per tool, named
after the tool (snake_case tool name → kebab-case filename, e.g.
scan_and_attack → scan-and-attack.ts).
The *Deps pattern
Every compound tool takes CompoundToolDeps (defined in compound-tools/types.ts)
as its first argument — never import shared state directly:
export interface CompoundToolDeps {
client: GameClientLike; // execute/waitForTick/isV2/...
agentName: string;
statusCache: Map<string, { data: Record<string, unknown>; fetchedAt: number }>;
battleCache: Map<string, BattleStateForCache | null>;
sellLog: SellLog;
galaxyGraph: GalaxyGraph;
persistBattleState: (agentName: string, state: BattleStateForCache | null) => void;
upsertNote: (agentName: string, type: string, content: string) => void;
eventBuffers?: Map<string, { events?: Array<{ type: string }> }>;
}
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.
- 9d ago First seen · 249 lines · 54 tokens per session scan A a471021e4868
add-compound-tool is a skill published in the GitHub repository geleynse/gantry (3 stars, last pushed 4d ago), licensed MIT. It adds 54 tokens to every session and 3,417 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 2026-08-31.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.