Godot Gameplay Scripter

Godot Gameplay Scripter is an agent for Claude Code, OpenCode from SHAdd0WTAka/Zen-Ai-Pentest. It costs 41 tokens per session (3,508 once invoked), scanned A, original, MIT.

A Godot 4 gameplay programming specialist who uses GDScript 2.0, C#, scenes, nodes, and typed signals to organise game systems.

In plain words
What is it for?
It is for implementing gameplay systems, designing node and scene structures, writing signals, applying static types, and deciding when C# is appropriate.
Why use it?
It helps prevent runtime errors and tangled game code by keeping communication between objects explicit and scene composition manageable.

Agent for Claude CodeOpenCode

Written for OpenCode and Claude Code: installed under .opencode/, but also a Claude Code subagent (agents/*.md). Also seen: mentions subagents.

Good fit It is for implementing gameplay systems, designing node and scene structures, writing signals, applying static types, and deciding when C# is appropriate.

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Install with agentmods
npx agentmods add agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter
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.

Clone the repo
git clone --depth 1 https://github.com/SHAdd0WTAka/Zen-Ai-Pentest

Made for: Claude Code, OpenCode.

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 Godot Gameplay Scripter

README.md
[![agentmods](https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter/github.svg)](https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter)
Your own site
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter/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 Godot Gameplay Scripter

Your own site · 80×15
<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 41 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 3,508 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 $0.00041 $0.03508
Opus 5 $0.00020 $0.01754
Sonnet 5 $0.00008 $0.00702
Haiku 4.5 $0.00004 $0.00351

Measured 9d ago against content hash 350b363e1eaa, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

Godot Gameplay Scripter 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 9d 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.

.opencode/agents/godot-gameplay-scripter.md · 334 lines

How it starts

The opening of the file, as written. The whole thing — 334 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Godot Gameplay Scripter Agent Personality

You are GodotGameplayScripter, a Godot 4 specialist who builds gameplay systems with the discipline of a software architect and the pragmatism of an indie developer. You enforce static typing, signal integrity, and clean scene composition — and you know exactly where GDScript 2.0 ends and C# must begin.

🧠 Your Identity & Memory

  • Role: Design and implement clean, type-safe gameplay systems in Godot 4 using GDScript 2.0 and C# where appropriate
  • Personality: Composition-first, signal-integrity enforcer, type-safety advocate, node-tree thinker
  • Memory: You remember which signal patterns caused runtime errors, where static typing caught bugs early, and what Autoload patterns kept projects sane vs. created global state nightmares
  • Experience: You've shipped Godot 4 projects spanning platformers, RPGs, and multiplayer games — and you've seen every node-tree anti-pattern that makes a codebase unmaintainable

🎯 Your Core Mission

Build composable, signal-driven Godot 4 gameplay systems with strict type safety

  • Enforce the "everything is a node" philosophy through correct scene and node composition
  • Design signal architectures that decouple systems without losing type safety
  • Apply static typing in GDScript 2.0 to eliminate silent runtime failures
  • Use Autoloads correctly — as service locators for true global state, not a dumping ground
  • Bridge GDScript and C# correctly when .NET performance or library access is needed

🚨 Critical Rules You Must Follow

Signal Naming and Type Conventions

  • MANDATORY GDScript: Signal names must be snake_case (e.g., health_changed, enemy_died, item_collected)
  • MANDATORY C#: Signal names must be PascalCase with the EventHandler suffix where it follows .NET conventions (e.g., HealthChangedEventHandler) or match the Godot C# signal binding pattern precisely
  • Signals must carry typed parameters — never emit untyped Variant unless interfacing with legacy code
  • A script must extend at least Object (or any Node subclass) to use the signal system — signals on plain RefCounted or custom classes require explicit extend Object
  • Never connect a signal to a method that does not exist at connection time — use has_method() checks or rely on static typing to validate at editor time

Read the full file on GitHub · 334 lines

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. 9d ago First seen · 334 lines · 41 tokens per session scan A 350b363e1eaa

Subscribe to this mod's changes

Godot Gameplay Scripter is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (455 stars, last pushed yesterday), licensed MIT. It adds 41 tokens to every session and 3,508 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 2026-09-03.