hayba-combat-encounter

hayba-combat-encounter is a skill for Claude Code, Codex from zajalist/hayba. It costs 33 tokens per session (436 once invoked), scanned A, original, MIT.

A guided workflow for blocking out one combat encounter in an Unreal Engine level. It considers enemy placement, cover, sightlines, player routes, exits, and any supplied performance limit.

In plain words
What is it for?
It helps arrange a room or arena, place or move actors, validate placement and collision, confirm runtime spawns and sightlines, and measure performance along a defined encounter path.
Why use it?
A combat space can look plausible while giving players no safe choices, creating unfair sightlines, or exceeding the target runtime budget. This workflow checks the layout and its behavior in play.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit It helps arrange a room or arena, place or move actors, validate placement and collision, confirm runtime spawns and sightlines, and measure performance along a defined encounter path.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zajalist/hayba/hayba-combat-encounter
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.

Any agent
npx skills add zajalist/hayba --skill hayba-combat-encounter
Clone the repo
git clone --depth 1 https://github.com/zajalist/hayba

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for hayba-combat-encounter

README.md
[![agentmods](https://agentmods.dev/badge/skills/zajalist/hayba/hayba-combat-encounter/github.svg)](https://agentmods.dev/skills/zajalist/hayba/hayba-combat-encounter)
Your own site
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-combat-encounter"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-combat-encounter/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.

agentmods 80×15 button for hayba-combat-encounter

Your own site · 80×15
<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-combat-encounter"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-combat-encounter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 33 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 436 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original 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 5.1 $0.00033 $0.00436
Opus 5.5 $0.00013 $0.00174
Sonnet 5.5 $0.00007 $0.00087
Haiku 4.5 $0.00003 $0.00044

Measured 13d ago against content hash 90069534ec4c, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

hayba-combat-encounter 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 13d 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.

mcp-tools/hayba-mcp/addons/workflows/hayba-combat-encounter/SKILL.md · 25 lines

What it actually says

Block out one combat encounter

When to use

Use for one room or arena with a defined entry, objective, exit, enemy count, and target difficulty. State the expected player path, minimum cover choices, maximum simultaneous threats, and any frame or actor-count caps supplied for the target platform. Keep unknown limits explicitly unknown.

Tool routing

  • Read scene_export and actor_list to map existing geometry, spawns, cover, and exits. Capture entry and combat views with editor_capture_viewport. Choose a layout based on approach visibility, flank routes, and escape space, then change only the identified actors with actor_transform or actor_spawn_from_asset.
  • Run placement_validate and scene_validate_physics after edits. Check editor_get_state before starting editor_start_pie. Use editor_pie_actor_list to confirm runtime spawns and editor_pie_sightlines for selected eye-to-target collision traces. Always call editor_stop_pie after a session this workflow started; do not take over a user's running session.
  • Measure the same encounter path with editor_get_performance_stats when a budget is supplied. If a repeated dressing field dominates the count, consider a targeted PCG workflow, but keep cover and spawn ownership explicit.
  • After accepting cover or spawn changes, re-read the affected actors with actor_inspect, save the exact active map with level_save, and check saved, dirty, and verified status. Re-read the encounter actors after saving; if persistence is uncertain, mark the layout unsaved and route it to hayba-world-save-integrity.

Evidence

Report before/after layout, actor identities, cover and route observations, PIE spawn count, sampled sightline results, validation findings, and measured budget comparison. A clear collision trace does not prove visible rendering, navigation, tactical fairness, or AI decision quality. Those need a playtest or Unreal navigation/AI debugger observation.

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. 13d ago First seen · 25 lines · 33 tokens per session scan A 90069534ec4c

Subscribe to this mod's changes

hayba-combat-encounter is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 33 tokens to every session and 436 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 2026-10-04.

Related

Other skills, from other repositories

unreal-mcp

Automate Unreal Engine editor scenes, actors, and renders.

NousResearch/hermes-agent · 17 tokens

asset-management

Import files from disk (images, meshes, any format the editor imports), export textures, query the Content Browser selection, and check if an asset is open (AssetDiscoveryService). Search, load, save, move, rename, duplicate, and delete assets are handled by Unreal's native AssetTools toolset or EditorAssetLibrary.…

kevinpbuckley/VibeUE · 130 tokens

level-actors

List, find, place, move, rotate, and modify actors in the current level (ActorService + editor subsystems). Use when the user asks to find/list actors in the level, move or rotate an actor, set an actor's properties/folder/transform, or spawn/delete level actors.

kevinpbuckley/VibeUE · 64 tokens

materials

Create and edit materials and material instances — graph nodes, parameters, functions, custom HLSL, and instance overrides (MaterialService + MaterialNodeService). Use when the user asks to create or edit a material/material instance, wire material nodes, add material parameters, set blend/shading modes, or recreate a…

kevinpbuckley/VibeUE · 95 tokens

vibeue

Unreal Engine 5 development using the VibeUE Python API. Use when working in Unreal Engine — blueprints, state trees, materials, actors, landscapes, animation, niagara, widgets, sound, foliage, gameplay tags, enhanced input, skeletons, PCG (procedural content generation), and more. VibeUE is an extension of Unreal's…

kevinpbuckley/VibeUE · 82 tokens

project-settings

Configure Unreal Engine project settings and editor preferences — UI appearance, toolbar icons, scale, colors, and any UDeveloperSettings subclass (ProjectSettingsService). Use when the user asks to change a project setting or editor preference, configure a UDeveloperSettings category, or read/write project config…

kevinpbuckley/VibeUE · 61 tokens