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-npc-aigit 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-npc-ai)<a href="https://agentmods.dev/skills/tabooharmony/roblox-brain/roblox-npc-ai"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-npc-ai/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-npc-ai"><img src="https://agentmods.dev/badge/skills/tabooharmony/roblox-brain/roblox-npc-ai.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 | $0.00038 | $0.00662 |
| Opus 5 | $0.00019 | $0.00331 |
| Sonnet 5 | $0.00008 | $0.00132 |
| Haiku 4.5 | $0.00004 | $0.00066 |
Grade A, and why
roblox-npc-ai 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 5d 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Roblox NPC & AI
When to Load
Load for NPCs/enemies: pathfinding, state machines, LOS/FOV detection, spawns, AI loops, or physics ownership.
Quick Reference
PathfindingService
local path = PathfindingService:CreatePath({
AgentRadius = 2, AgentHeight = 5, AgentCanJump = true,
Costs = { Water = 20, DangerZone = math.huge },
})
path:ComputeAsync(npcPos, targetPos)
if path.Status ~= Enum.PathStatus.Success then return end
for _, wp in path:GetWaypoints() do
if wp.Action == Enum.PathWaypointAction.Jump then humanoid.Jump = true end
humanoid:MoveTo(wp.Position)
if not humanoid.MoveToFinished:Wait() then return end
end
- Recompute on blocked with a bounded retry or cancellation policy.
- In Studio, test
Workspace.PathfindingUseImprovedSearchon representative maps before rollout; it is not scriptable. - Avoid long requests and repeated recomputation. Moving collidable geometry can trigger navigation-mesh work.
- Region modifiers: anchored part +
PathfindingModifierLabel → Costs PassThrough = truefor doors;PathfindingLinkfor disconnected navmeshmath.hugecost = non-traversable
State Machine
idle → patrol → chase → attack → flee → dead
- idle/patrol → chase (player detected) → attack (in range) → idle (lost)
- any → flee (health low) → idle (safe); any → dead (health ≤ 0)
- Transitions own movement changes, target cleanup, and cancellation
Detection (distance → FOV → LOS)
- Distance
(a-b).Magnitude: cheapest, always first - FOV
forward:Dot(toTarget)cosine; use a configured cone for your game, not a universal angle - LOS
workspace:Raycast: expensive, last
- If the design includes hearing or proximity detection, make it a separate configured signal rather than a universal FOV bypass.
Network Ownership
- Classic projects may use
SetNetworkOwner(nil)for physics-sensitive NPCs, but it is not complete security. In Server Authority projects, configure the authority model instead of treating network ownership as the security boundary.
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.
- 5d ago Changed 1b2f9b31eb2c
- 12d ago First seen · 63 lines · 38 tokens per session scan A 9163a29ad83e
roblox-npc-ai is a skill published in the GitHub repository TabooHarmony/roblox-brain (42 stars, last pushed 6d ago), licensed MIT. It adds 38 tokens to every session and 662 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.
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