database-integration

A guide for connecting FiveM and RedM resources to databases with oxmysql, a library for sending MySQL queries.

In plain words
What is it for?
It helps configure database connections and retrieve or update resource data.
Why use it?
It explains how to set up database access and write queries for these game-server resources.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/tmhsdigital/cfx-developer-tools/database-integration
Any agent
npx skills add TMHSDigital/CFX-Developer-Tools --skill database-integration
Clone the repo
git clone --depth 1 https://github.com/TMHSDigital/CFX-Developer-Tools

Made for: Claude Code, Codex.

Per session 15 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,226 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin unknown No closer match found 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 $0.00015 $0.01226
Opus 5 $0.00008 $0.00613
Sonnet 5 $0.00003 $0.00245
Haiku 4.5 $0.00002 $0.00123

Measured yesterday against content hash af1455be176a, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

database-integration 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 yesterday.

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.

skills/database-integration/SKILL.md · 191 lines

The source is not reproduced here

No licence file

A repository with no LICENSE is all rights reserved by default, so the body is not copied here. The metadata, the measurements and the link are.

Read it on GitHub

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. yesterday First seen · 191 lines · 15 tokens per session scan A af1455be176a

Subscribe to this mod's changes

database-integration is a skill published in the GitHub repository TMHSDigital/CFX-Developer-Tools (2 stars, last pushed 1mo ago), with no licence file. It adds 15 tokens to every session and 1,226 once invoked, about $0.0001 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 2026-08-31.

Related

Other skills, from other repositories

unreal-asset-operation

Query and manage UE assets via UCP. Use when the user asks about asset search, dependencies, referencers, asset CRUD, asset management, getting selected/current assets, opening/closing asset editors, or any editor asset operation in Unreal Engine.

Italink/UnrealClientProtocol · 55 tokens

unreal-material-editing

Edit UE material node graphs and properties via text (ReadGraph/WriteGraph). Use when the user asks to add, remove, or rewire material expression nodes, or change material properties like ShadingModel or BlendMode.

Italink/UnrealClientProtocol · 51 tokens

unreal-actor-editing

Manage actors in UE levels via UCP. Use when the user asks to spawn, delete, move, duplicate, select, or otherwise manipulate actors in the Unreal Engine editor.

Italink/UnrealClientProtocol · 42 tokens

unreal-niagara-editing

Edit Niagara systems, emitters, and scripts via UCP. Use when the user asks to create/modify particle effects, manage emitters, configure modules, set module inputs, edit Niagara script graphs, or any Niagara VFX operation.

Italink/UnrealClientProtocol · 55 tokens

unreal-large-blueprint-analysis

Systematically analyze and translate large UE Blueprints (10+ functions) into C++ or other targets. Use when the user asks to convert a Blueprint to C++, audit a complex Blueprint, or understand a large Blueprint's full logic.

Italink/UnrealClientProtocol · 54 tokens

unreal-modeling-meshops

Skill "unreal-modeling-meshops" from Italink/UnrealClientProtocol, covering 建模 — 网格操作, 库, 修复函数, 修复结构体 and 简化函数.

Italink/UnrealClientProtocol · 48 tokens