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 TabooHarmony/roblox-brain --skill roblox-monetizationgit clone --depth 1 https://github.com/TabooHarmony/roblox-brainWrote 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/tabooharmony/roblox-brain/roblox-monetization)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-monetization"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-monetization/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/tabooharmony/roblox-brain/roblox-monetization"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-monetization.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- 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 | $0.00032 | $0.00648 |
| Opus 5.5 | $0.00013 | $0.00259 |
| Sonnet 5.5 | $0.00006 | $0.00130 |
| Haiku 4.5 | $0.00003 | $0.00065 |
Grade A, and why
roblox-monetization 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.
What it actually says
roblox monetization
When to Load
Load when adding a Game Pass, Developer Product, subscription, private server, Creator Rewards-related product decision, or purchase eligibility check.
Quick Reference
- Prompt purchases from the client, but grant value only from server-owned code.
- Passes: one server-owned ID→benefit registry; join and purchase refresh use the same idempotent benefit path. Full.md §2a.
- Developer Products: repeatable consumables. Grant through a server-owned receipt handler, either
ProcessReceiptorBindReceiptHandlerwithEnum.ReceiptType.DeveloperProduct.PromptProductPurchaseFinishedis not purchase confirmation. - Failed receipts remain
NotProcessedYet; retries depend on the chosen receipt API, not an invented timer. See full.md. - For eligibility-sensitive purchases, check
PolicyServiceand current Roblox guidance. If a paid-random-item restriction applies, offer the user the documented choices, including earnable rewards, a known non-random sequence, or direct purchase. Do not default to hiding or blocking the feature; handle the affected purchase path without stopping unrelated work. - Creator Rewards is a platform program, not a grant API. Track eligibility, attribution, engagement, and dashboard reporting separately from purchases and inventory.
- Test failed/duplicate grants, absent players, and interrupted saves. Transfers, subscription changes, and dynamic pricing: full.md.
- A receipt handler's presence is not proof of correctness; inspect its ownership, durable idempotent grant, and retry paths for unknown products or absent players.
Need the details? Load references/full.md for purchase flows and failure handling.
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.
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 Changed · +1 lines · +2 tokens per session ddb0de02b29e
- 11d ago Changed · +2 lines be0b087523f7
- 1mo ago Changed dcdd3ce3145f
- 1mo ago Changed 7e61932b14de
- 1mo ago First seen · 36 lines · 30 tokens per session scan A 79d212366123
roblox-monetization is a skill published in the GitHub repository TabooHarmony/roblox-brain (127 stars, last pushed 11d ago), licensed MIT. It adds 32 tokens to every session and 648 once invoked, about $0.0001 per session on Opus 5.5. 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
3d-essentials
Use when working with 3D-specific systems — materials, lighting, shadows, environment, global illumination, fog, LOD, occlusion culling, and decals in Godot 4.3+.
addon-development
Use when creating Godot editor plugins — EditorPlugin, @tool scripts, custom inspectors, and dock panels.
ai-navigation
Use when implementing AI movement — NavigationAgent2D/3D, steering behaviors, behavior trees, and patrol patterns.
animation-system
Use when implementing animations — AnimationPlayer, AnimationTree, blend trees, state machines, sprite animation, and code-driven animation.
assets-pipeline
Use when importing and managing assets — image compression, 3D scene import, audio formats, resource formats, and import configuration.
audio-system
Use when implementing audio — audio buses, AudioStreamPlayer, spatial audio, music management, SFX pooling, and dynamic mixing.