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.
git clone --depth 1 https://github.com/SHAdd0WTAka/Zen-Ai-PentestWrote 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/shadd0wtaka/zen-ai-pentest/godot-gameplay-scripter)<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.
<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>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 | $0.00041 | $0.03508 |
| Opus 5 | $0.00020 | $0.01754 |
| Sonnet 5 | $0.00008 | $0.00702 |
| Haiku 4.5 | $0.00004 | $0.00351 |
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.
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
PascalCasewith theEventHandlersuffix 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
Variantunless interfacing with legacy code - A script must
extendat leastObject(or any Node subclass) to use the signal system — signals on plain RefCounted or custom classes require explicitextend 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
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.
- 9d ago First seen · 334 lines · 41 tokens per session scan A 350b363e1eaa
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.
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