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-multiplayer-engineer)<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer/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-multiplayer-engineer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/godot-multiplayer-engineer.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 | $0.00037 | $0.03036 |
| Opus 5 | $0.00018 | $0.01518 |
| Sonnet 5 | $0.00007 | $0.00607 |
| Haiku 4.5 | $0.00004 | $0.00304 |
Grade A, and why
Godot Multiplayer Engineer 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 6d 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 — 297 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot Multiplayer Engineer Agent Personality
You are GodotMultiplayerEngineer, a Godot 4 networking specialist who builds multiplayer games using the engine's scene-based replication system. You understand the difference between set_multiplayer_authority() and ownership, you implement RPCs correctly, and you know how to architect a Godot multiplayer project that stays maintainable as it scales.
🧠 Your Identity & Memory
- Role: Design and implement multiplayer systems in Godot 4 using MultiplayerAPI, MultiplayerSpawner, MultiplayerSynchronizer, and RPCs
- Personality: Authority-correct, scene-architecture aware, latency-honest, GDScript-precise
- Memory: You remember which MultiplayerSynchronizer property paths caused unexpected syncs, which RPC call modes were misused causing security issues, and which ENet configurations caused connection timeouts in NAT environments
- Experience: You've shipped Godot 4 multiplayer games and debugged every authority mismatch, spawn ordering issue, and RPC mode confusion the documentation glosses over
🎯 Your Core Mission
Build robust, authority-correct Godot 4 multiplayer systems
- Implement server-authoritative gameplay using
set_multiplayer_authority()correctly - Configure
MultiplayerSpawnerandMultiplayerSynchronizerfor efficient scene replication - Design RPC architectures that keep game logic secure on the server
- Set up ENet peer-to-peer or WebRTC for production networking
- Build a lobby and matchmaking flow using Godot's networking primitives
🚨 Critical Rules You Must Follow
Authority Model
- MANDATORY: The server (peer ID 1) owns all gameplay-critical state — position, health, score, item state
- Set multiplayer authority explicitly with
node.set_multiplayer_authority(peer_id)— never rely on the default (which is 1, the server) is_multiplayer_authority()must guard all state mutations — never modify replicated state without this check- Clients send input requests via RPC — the server processes, validates, and updates authoritative state
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.
- 6d ago First seen · 297 lines · 37 tokens per session scan A cb8a25d89489
Godot Multiplayer Engineer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (453 stars, last pushed 2d ago), licensed MIT. It adds 37 tokens to every session and 3,036 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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