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 skills add 1llu50ry/mcp-gamehacking --skill ags-2048-cppgit clone --depth 1 https://github.com/1llu50ry/mcp-gamehackingWrote 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/skills/1llu50ry/mcp-gamehacking/ags-2048-cpp)<a href="https://agentmods.dev/skills/1llu50ry/mcp-gamehacking/ags-2048-cpp"><img src="https://agentmods.dev/badge/skills/1llu50ry/mcp-gamehacking/ags-2048-cpp/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/skills/1llu50ry/mcp-gamehacking/ags-2048-cpp"><img src="https://agentmods.dev/badge/skills/1llu50ry/mcp-gamehacking/ags-2048-cpp.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 | $0.00045 | $0.00198 |
| Opus 5.5 | $0.00018 | $0.00079 |
| Sonnet 5.5 | $0.00009 | $0.00040 |
| Haiku 4.5 | $0.00005 | $0.00020 |
Grade A, and why
ags-2048-cpp 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 2d 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.
What it actually says
2048.cpp
Author: plibither8 Source: mcp-gamehacking/skills/ags-2048-cpp
Description
This project is a terminal-based implementation of the 2048 puzzle game written in C++. It renders the game board in the console with color support, handles keyboard input for tile sliding, implements the merging and scoring logic, and tracks high scores. The clean, minimal codebase serves as an example of console game development in C++. It is aimed at C++ learners and hobbyist game developers studying simple game logic implementation.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 2d ago First seen · 17 lines · 45 tokens per session scan A 86cd30356019
ags-2048-cpp is a skill published in the GitHub repository 1llu50ry/mcp-gamehacking (344 stars, last pushed 2d ago), licensed MIT. It adds 45 tokens to every session and 198 once invoked, about $0.0002 per session on Opus 5.5. 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 2026-10-23.
Other skills, from other repositories
zoom-meeting-sdk-unreal
Zoom Meeting SDK for Unreal Engine wrapper integrations. Use when building Unreal projects that embed Zoom meetings with C++ and Blueprint wrappers, including wrapper-to-SDK mapping concerns.
unreal-cpp-gameplay
Write Unreal Engine 5 C++ gameplay code: the UCLASS/UPROPERTY/UFUNCTION reflection macros, the Gameplay Framework (GameMode, Pawn, Character, PlayerController, Actor components), and the module Build.cs. Use when writing or debugging UE C++, deriving from AActor/ACharacter/ AGameModeBase, exposing properties to the…
ue-cpp-foundations
Use when writing Unreal Engine C++ that touches the reflection system or core types: UCLASS, UPROPERTY, UFUNCTION, USTRUCT, UENUM, GENERATEDBODY, TObjectPtr, TWeakObjectPtr, TSharedPtr, FGCObject, TArray, TMap, TSet, TOptional, TVariant, DECLAREDYNAMICMULTICASTDELEGATE, AddDynamic, FName, FString, FText…
ue-mcp-native-cpp
Use when writing or modifying native C++ UCLASSes in an Unreal project via ue-mcp. Covers createcppclass → writecppfile → livecodingcompile loop, when to use build vs Live Coding, and the addmoduledependency workflow. Pulls in any time the user asks to write a new native class, add a UPROPERTY, or implement a…
unreal-development
Unreal Engine development: C++/Blueprint patterns, Gameplay Framework, Niagara, Lumen/Nanite, multiplayer, and packaging.
unreal-cpp-architecture
Use when writing Unreal Engine 5 C++ - the gameplay framework classes and where logic belongs, UObject/AActor/UActorComponent lifecycle, UPROPERTY/UFUNCTION and GC-safe pointers (TObjectPtr, TWeakObjectPtr), subsystems, the C++/Blueprint boundary, Enhanced Input, tick discipline, and compiling from the command line.