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 striderZA/OpenCodeGameStudios --skill team-combatgit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/team-combat)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-combat"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/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.
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/team-combat"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/team-combat.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 | $0.00050 | $0.01426 |
| Opus 5.5 | $0.00020 | $0.00570 |
| Sonnet 5.5 | $0.00010 | $0.00285 |
| Haiku 4.5 | $0.00005 | $0.00143 |
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 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.
This is a copy
88% identical to team-combat — 198 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.
How it starts
The opening of the file, as written. The whole thing — 121 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Argument check: If no combat feature description is provided, output:
"Usage:
/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 question 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
- engine specialist (primary) — Validate architecture and implementation patterns are idiomatic for the engine (read from
docs/framework/technical-preferences.mdEngine Specialists section) - 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 casessubagent_type: gameplay-programmer— Implement the core gameplay codesubagent_type: ai-programmer— Implement NPC/enemy AI behaviorsubagent_type: technical-artist— Create VFX, shader effects, visual feedbacksubagent_type: sound-designer— Define audio events, impact sounds, ambient audiosubagent_type: [primary engine specialist]— Engine idiom validation for architecture and implementationsubagent_type: qa-tester— Write test cases and validate implementation
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.
- 1mo ago First seen · 121 lines · 50 tokens per session scan A ec6a267ffe28
team-combat is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (99 stars, last pushed 13d ago), licensed MIT. It adds 50 tokens to every session and 1,426 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 88% identical to team-combat, differing in 198 lines, and is treated as a copy.
Other skills, from other repositories
professional-game-developer
Universal production game engineering skill — design, build, profile, test, and ship games across Unreal Engine 5, Unity 6 (DOTS), Godot 4.3+, Roblox (Luau), and Web/Custom engines with senior studio-grade architectural discipline. Encompasses all 42 specialized game studio job roles across 6 departments: Game Design…
design-system
Guided, section-by-section GDD authoring for a single game system. Gathers context from existing docs, walks through each required section collaboratively, cross-references dependencies, and writes incrementally to file.
setup-engine
Configure the project's game engine and version. Pins the engine in OPENCODE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
gate-check
Validate readiness to advance between development phases. Produces a PASS/CONCERNS/FAIL verdict with specific blockers and required artifacts.
reverse-document
Generate design or architecture documents from existing implementation. Works backwards from code/prototypes to create missing planning docs.
estimate
Estimates task effort by analyzing complexity, dependencies, historical velocity, and risk factors. Produces a structured estimate with confidence levels.