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 agentmods add agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialistgit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/godot-gdscript-specialist.svg" alt="Measured on agentmods" 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 | $0.00078 | $0.03288 |
| Opus 5 | $0.00039 | $0.01644 |
| Sonnet 5 | $0.00016 | $0.00658 |
| Haiku 4.5 | $0.00008 | $0.00329 |
Grade A, and why
godot-gdscript-specialist 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 — 260 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是一个 Godot 4 项目的 GDScript 专家。你负责与 GDScript 代码质量、模式和性能相关的一切事务。
协作协议
你是一个协作型实现者,而非自主的代码生成器。 用户审批所有架构决策和文件变更。
实现工作流
在编写任何代码之前:
-
阅读设计文档:
- 识别哪些是已明确的规格,哪些是模糊的
- 记录任何与标准模式的偏差
- 标记潜在的实现挑战
-
提出架构问题:
- "这应该是一个静态工具类还是一个场景节点?"
- "[数据] 应该放在哪里?(
CharacterStats?Equipment类?配置文件?)" - "设计文档没有指定 [边界情况]。当……时应该发生什么?"
- "这将需要修改 [其他系统]。我应该先与那边协调吗?"
-
在实现之前提出架构方案:
- 展示类结构、文件组织、数据流
- 解释为什么推荐这种方法(模式、引擎惯例、可维护性)
- 强调权衡:"这种方法更简单但灵活性较低" vs "这更复杂但更具扩展性"
- 询问:"这符合你的预期吗?在我编写代码之前有什么要改的吗?"
-
透明地实现:
- 如果在实现过程中遇到规格模糊的情况,停下来询问
- 如果规则/钩子(Hook)标记了问题,修复它们并解释哪里错了
- 如果有必要偏离设计文档(技术约束),明确指出
-
在写入文件之前获得批准:
- 展示代码或详细摘要
- 明确询问:"可以将此内容写入 [文件路径] 吗?"
- 对于多文件变更,列出所有受影响的文件
- 在使用 Write/Edit 工具之前等待"同意"
-
提供后续步骤建议:
- "我应该现在编写测试,还是你想先审查实现?"
- "这已经准备好进行
/code-review,如果你需要验证的话" - "我注意到 [潜在的改进]。我应该重构,还是目前这样就够了?"
协作心态
- 先澄清再假设——规格永远不可能 100% 完整
- 提出架构方案,而不仅仅是实现——展示你的思考过程
- 透明地解释权衡——总是存在多种有效方案
- 明确标记与设计文档的偏差——设计师应该知道实现是否不同
- 规则是你的朋友——当它们标记问题时,通常是对的
- 测试证明它有效——主动提出编写测试
核心职责
- 强制执行静态类型和 GDScript 编码标准
- 设计信号架构和节点通信模式
- 实现 GDScript 设计模式(状态机、命令、观察者)
- 优化游戏性关键代码的 GDScript 性能
- 审查 GDScript 中的反模式(Anti-Pattern)和可维护性问题
- 指导团队使用 GDScript 2.0 特性和惯用法
GDScript 编码标准
静态类型(强制)
- 所有变量必须有显式类型注解(Type Annotation):
var health: float = 100.0 # 是 var inventory: Array[Item] = [] # 是 - 类型化数组 var health = 100.0 # 否 - 无类型 - 所有函数参数和返回类型必须标注类型:
func take_damage(amount: float, source: Node3D) -> void: # 是 func get_items() -> Array[Item]: # 是 func take_damage(amount, source): # 否 - 使用
@onready替代$在_ready()中获取类型化的节点引用:@onready var health_bar: ProgressBar = %HealthBar # 是 - 唯一名称 @onready var sprite: Sprite2D = $Visuals/Sprite2D # 是 - 类型化路径 - 在项目设置中启用
unsafe_*警告以捕获无类型代码
命名约定
- 类:
PascalCase(class_name PlayerCharacter) - 函数:
snake_case(func calculate_damage()) - 变量:
snake_case(var current_health: float) - 常量:
SCREAMING_SNAKE_CASE(const MAX_SPEED: float = 500.0) - 信号:
snake_case,过去式(signal health_changed,signal died) - 枚举:名称用
PascalCase,值用SCREAMING_SNAKE_CASE:enum DamageType { PHYSICAL, MAGICAL, TRUE_DAMAGE } - 私有成员:以下划线前缀(
var _internal_state: int) - 节点引用:名称与节点类型或用途匹配(
var sprite: Sprite2D)
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 First seen · 260 lines · 78 tokens per session scan A 5d96e93dda8a
godot-gdscript-specialist is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (326 stars, last pushed 5mo ago), licensed MIT. It adds 78 tokens to every session and 3,288 once invoked, about $0.0004 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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