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 zajalist/hayba --skill hayba-objective-trigger-slicegit clone --depth 1 https://github.com/zajalist/haybaWrote 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/zajalist/hayba/hayba-objective-trigger-slice)<a href="https://agentmods.dev/skills/zajalist/hayba/hayba-objective-trigger-slice"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-objective-trigger-slice/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/zajalist/hayba/hayba-objective-trigger-slice"><img src="https://agentmods.dev/badge/skills/zajalist/hayba/hayba-objective-trigger-slice.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 | $0.00030 | $0.00392 |
| Opus 5.5 | $0.00012 | $0.00157 |
| Sonnet 5.5 | $0.00006 | $0.00078 |
| Haiku 4.5 | $0.00003 | $0.00039 |
Grade A, and why
hayba-objective-trigger-slice 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.
What it actually says
Wire one objective trigger
When to use
Use for one event such as entering an area or interacting with an item. Identify the project's existing objective owner and state model, the trigger actor, the exact state transition, and what the player should see or hear. Hayba has no generic quest system, so do not invent one when the project has no owner.
Tool routing
- Inspect the existing Blueprint with blueprint_get_info and blueprint_inspect_graph, and find the trigger actor with actor_find. Confirm the component/event signature through get_tool_signature. For a supported overlap or interaction, use blueprint_add_bound_event or blueprint_add_custom_event, then blueprint_add_variable, blueprint_add_node, and blueprint_connect_nodes only after reading exact node GUIDs and pin names.
- Compile with blueprint_compile and read every error and warning. A failed compile leaves the old generated class in place. Save the intended asset with asset_save after the graph reads back. Use ui_bind_property or ui_bind_event only if the project already exposes objective UI; a widget binding is not a quest state store.
- Check editor_get_state before starting editor_start_pie. Trigger the event once and observe the relevant actor state through editor_pie_actor_inspect or editor_pie_assert and the visible response through editor_pie_widget_tree. Stop with editor_stop_pie. If the state is not exposed to these tools, use a project test or manual Blueprint debugger.
Evidence
Report the state owner, trigger component, event and data pins, compile diagnostics, saved asset, input action, runtime state, and player-facing response. Event wiring alone does not prove an objective completes, persists, or avoids duplicate activation.
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.
- 13d ago First seen · 24 lines · 30 tokens per session scan A 427824f10d3e
hayba-objective-trigger-slice is a skill published in the GitHub repository zajalist/hayba (13 stars, last pushed 3d ago), licensed MIT. It adds 30 tokens to every session and 392 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.
Other skills, from other repositories
unreal-mcp
Automate Unreal Engine editor scenes, actors, and renders.
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.…
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.
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…
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…
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…