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 reatlat/fullstory-claude-plugin --skill comparisonsgit clone --depth 1 https://github.com/reatlat/fullstory-claude-pluginWrote 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/reatlat/fullstory-claude-plugin/comparisons)<a href="https://agentmods.dev/skills/reatlat/fullstory-claude-plugin/comparisons"><img src="https://agentmods.dev/badge/skills/reatlat/fullstory-claude-plugin/comparisons/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/reatlat/fullstory-claude-plugin/comparisons"><img src="https://agentmods.dev/badge/skills/reatlat/fullstory-claude-plugin/comparisons.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00040 | $0.01057 |
| Opus 5 | $0.00020 | $0.00528 |
| Sonnet 5 | $0.00008 | $0.00211 |
| Haiku 4.5 | $0.00004 | $0.00106 |
Grade A, and why
comparisons 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 10d 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 — 50 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Comparisons
When the user asks to compare A vs B, the right mechanism depends on what the comparison axis is. Use the decision table below to classify it — the user doesn't need to know this distinction exists.
Event/session properties → dimensionality
If the comparison axis describes the context of an individual event at the moment it fired — not the user who triggered it — use dimensionality. Common examples: device type, browser, OS, page URL, element. But the rule is the principle, not the list: if the property travels with the event, not the user, it belongs here. Express it as a single top_n metric with the comparison axis as the grouping dimension.
Example: "rage clicks on mobile vs desktop" → fullstory:build_metric(query="rage clicks by device type", output_type="top_n"). The result table shows mobile and desktop as separate rows.
To refine an established comparison metric (e.g., "add a Chrome-only filter"), pass its metric_id to fullstory:update_metric with a refinement instruction rather than rebuilding.
Do not use segments for event properties. Building a "mobile users" segment and a "desktop users" segment would assign all of a user's rage clicks to whichever device they ever used — even clicks that happened on the other device.
User-level properties → separate segments
Properties that describe a user rather than an event should use segments. The key mechanism: Fullstory resolves user properties to the user's last known value for that key. This canonical value is what segment queries match against — so you're asking "what bucket is this user in now?", not "what was their value at the moment of each event?".
Built-in user properties that work this way: signed_up (signed-up status), first_seen / last_seen (dates), total_sessions (engagement depth), and any custom user properties (user_var_string, user_var_int, etc.) set via setUserProperties — e.g. plan type or account ID. Build one metric and one segment per cohort, then compute each cohort in sequence: attach the segment via fullstory:update_metric(metric_id, segment_id), call fullstory:compute_metric(metric_id), store the result, then repeat with the next segment. Present the results side by side. Do not pass segment_id directly to fullstory:compute_metric.
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.
- 10d ago First seen · 50 lines · 40 tokens per session scan A d8c6df990961
comparisons is a skill published in the GitHub repository reatlat/fullstory-claude-plugin (62 stars, last pushed 27d ago), licensed MIT. It adds 40 tokens to every session and 1,057 once invoked, about $0.0002 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 2026-08-30.
Other skills, from other repositories
roblox-input
Use when handling Roblox keyboard, mouse, gamepad, touch, motion input, or cross-platform action binding.
roblox-lighting
Use for Roblox lighting, atmosphere, day/night, or post-processing effects.
roblox-performance
Use when profiling Roblox performance or diagnosing FPS, memory, network, mobile, or hot-path problems.
roblox-growth-design
Use for growth diagnosis, discovery, retention, onboarding, experiments, LiveOps, and packaging.
roblox-data
Use when implementing player data persistence with DataStore, session ownership, schemas, migrations, or save and load flows.
roblox-networking
Use when validating RemoteEvent or RemoteFunction arguments, adding rate limits, designing server-authoritative systems, or preventing exploits.