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/gabrielmoreira/agent-skills-mirrorWrote 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/commands/gabrielmoreira/agent-skills-mirror/command-attribute-template.cs)<a href="https://agentmods.dev/commands/gabrielmoreira/agent-skills-mirror/command-attribute-template.cs"><img src="https://agentmods.dev/badge/commands/gabrielmoreira/agent-skills-mirror/command-attribute-template.cs/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/commands/gabrielmoreira/agent-skills-mirror/command-attribute-template.cs"><img src="https://agentmods.dev/badge/commands/gabrielmoreira/agent-skills-mirror/command-attribute-template.cs.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 | $0.00000 | $0.00707 |
| Opus 5 | $0.00000 | $0.00353 |
| Sonnet 5 | $0.00000 | $0.00141 |
| Haiku 4.5 | $0.00000 | $0.00071 |
Grade A, and why
command-attribute-template.cs 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- command-attribute-template.cs — 100% identical, 70 lines differ
How it starts
The opening of the file, as written. The whole thing — 80 lines — stays where its author put it; the contents beside it link to each section on GitHub.
SwiftlyS2 Attribute Command Template
Official docs sections:
CommandsUsing attributesThread Safety
Suitable for: partial / small plugins that use [Command] and [CommandAlias] to declare fixed command entry points.
Usage principles
- The command layer should own the entry point, permissions, argument validation, and player feedback.
- Complex business logic should be pushed down into modules or services.
- If the feature later needs dynamic install / uninstall, conditional start / stop, or precise cleanup, consider switching to programmatic registration.
Critical constraints
Handler return type must be void
The [Command] attribute handler signature is void OnMyCommand(ICommandContext context). It must not be async ValueTask, async Task, or any other async return type. The underlying delegate type is delegate void CommandListener(ICommandContext context);. If you need to perform async work inside a command handler, you may fire-and-forget an async method from within the void handler body, but the handler entry point itself must remain void.
CommandAlias is a shorter alias, not a prefixed variant
[CommandAlias("mc")] registers an alternative name that players can type instead of the full command (e.g., !mc instead of !mycommand). It is not used to add framework prefixes like sw_ or namespace groupings. Aliases should be short, memorable abbreviations of the canonical command name.
Example skeleton
using SwiftlyS2.Shared.Commands;
using SwiftlyS2.Shared.Core.Attributes.Commands;
namespace MyNamespace;
public partial class MyPlugin
{
[Command("mycommand", permission: "myplugin.commands.use")]
[CommandAlias("mc")]
public void OnMyCommand(ICommandContext context)
{
if (!context.IsSentByPlayer || context.Sender is null || !context.Sender.IsValid)
{
context.Reply("[Plugin] This command can only be executed by a valid player.");
return;
}
var args = context.Arguments;
if (args.Count < 2)
{
context.Reply("[Plugin] Invalid arguments. Please check the input format.");
return;
}
var parsedArg = args[1].Trim();
if (string.IsNullOrWhiteSpace(parsedArg))
{
context.Reply("[Plugin] The argument cannot be empty.");
return;
}
var success = _myFeatureService.TryHandlePlayerAction(context.Sender.SteamID, parsedArg);
if (!success)
{
context.Reply("[Plugin] This operation cannot be executed right now.");
return;
}
context.Reply("[Plugin] Operation completed successfully.");
}
}
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 · 80 lines · 0 tokens per session scan A 4f4f6b5864a2
command-attribute-template.cs is a command published in the GitHub repository gabrielmoreira/agent-skills-mirror (17 stars, last pushed today), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 707 tokens. 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.
Other commands, from other repositories
gamedev-unity
You are an expert Unity game developer with deep knowledge of C#, the Unity Engine, and game design patterns. You write production-grade, performant, and maintainable Unity code.
new-script
You are a Unity C# scripting expert. Generate a new Unity script using best practices and appropriate templates.
scripts
Commands for creating C# script files, attaching MonoBehaviours to GameObjects, and reading/writing serialized fields. Writing a .cs file does not make its type available — Unity must import and compile it (a domain reload) first. The flow is: createscript → recompile → poll recompilestatus (until completed/uptodate)…
engineer
Engineer — Unity C# code: gameplay systems, 2D mechanics, infrastructure.
client-command-hook-template.cs
A C# template for a SwiftlyS2 client-command hook, which intercepts commands sent by game clients before normal processing.
compile
Compile Unity C# assembly with intelligent name matching and auto-fix errors.