team-combat

team-combat is a skill for Claude Code from HolyMonkey/youtube-example-ai-studio. It costs 50 tokens per session (826 once invoked), scanned A, a copy of team-combat, MIT.

A coordinated workflow for designing, coding, visually presenting, and testing a game's combat feature with several specialist roles.

In plain words
What is it for?
Use it to take a combat mechanic from initial rules through implementation and validation, with user approval between stages.
Why use it?
It keeps design, gameplay code, enemy behaviour, effects, sound, and testing aligned instead of handling each part separately.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; names the AskUserQuestion tool.

Good fit Use it to take a combat mechanic from initial rules through implementation and validation, with user approval between stages.

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Install with agentmods
npx agentmods add skills/holymonkey/youtube-example-ai-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 HolyMonkey/youtube-example-ai-studio --skill team-combat
Clone the repo
git clone --depth 1 https://github.com/HolyMonkey/youtube-example-ai-studio

Made for: Claude Code.

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/holymonkey/youtube-example-ai-studio/team-combat.svg)](https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-combat)
Your own site
<a href="https://agentmods.dev/skills/holymonkey/youtube-example-ai-studio/team-combat"><img src="https://agentmods.dev/badge/skills/holymonkey/youtube-example-ai-studio/team-combat.svg" alt="Measured on agentmods" 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 826 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 $0.00050 $0.00826
Opus 5 $0.00025 $0.00413
Sonnet 5 $0.00010 $0.00165
Haiku 4.5 $0.00005 $0.00083

Measured 3d ago against content hash 18625e28937a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, 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 3d 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 team-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.

.claude/skills/team-combat/SKILL.md · 75 lines

How it starts

The opening of the file, as written. The whole thing — 75 lines — stays where its author put it; the contents beside it link to each section on GitHub.

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

Decision Points: At each phase transition, use AskUserQuestion 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.

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
  • qa-tester — Write test cases and validate the implementation

How to Delegate

Use the Task tool to spawn each team member as a subagent:

  • subagent_type: game-designer — Design the mechanic, define formulas and edge cases
  • subagent_type: gameplay-programmer — Implement the core gameplay code
  • subagent_type: ai-programmer — Implement NPC/enemy AI behavior
  • subagent_type: technical-artist — Create VFX, shader effects, visual feedback
  • subagent_type: sound-designer — Define audio events, impact sounds, ambient audio
  • subagent_type: qa-tester — Write test cases and validate implementation

Always provide full context in each agent's prompt (design doc path, relevant code files, constraints). Launch independent agents in parallel where the pipeline allows it (e.g., Phase 3 agents can run simultaneously).

Pipeline

Phase 1: Design

Delegate to game-designer:

  • Create or update the design document in design/gdd/ covering: mechanic overview, player fantasy, detailed rules, formulas with variable definitions, edge cases, dependencies, tuning knobs with safe ranges, and acceptance criteria
  • Output: completed design document

Phase 2: Architecture

Delegate to gameplay-programmer (with ai-programmer if AI is involved):

  • Review the design document
  • Design the code architecture: class structure, interfaces, data flow
  • Identify integration points with existing systems
  • Output: architecture sketch with file list and interface definitions

Read the full file on GitHub · 75 lines

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. 3d ago First seen · 75 lines · 50 tokens per session scan A 18625e28937a

Subscribe to this mod's changes

team-combat is a skill published in the GitHub repository HolyMonkey/youtube-example-ai-studio (11 stars, last pushed 5mo ago), licensed MIT. It adds 50 tokens to every session and 826 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to team-combat, differing in 0 lines, and is treated as a copy.