EchoBird is an installation and model-switching tool for configuring multiple AI coding agents and related desktop applications. It is intended for people who need to set up tools such as Claude Code, Codex CLI, OpenClaw, Aider, and other listed clients across different machines. The catalogue add-ons support this coding-agent setup workflow.
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 agentmods add skills/edison7009/echobird/trash-talknpx skills add edison7009/EchoBird --skill trash-talkgit clone --depth 1 https://github.com/edison7009/EchoBirdWrote 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/edison7009/echobird/trash-talk)<a href="https://agentmods.dev/skills/edison7009/echobird/trash-talk"><img src="https://agentmods.dev/badge/skills/edison7009/echobird/trash-talk.svg" alt="Measured on agentmods" 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 | $0.00012 | $0.00126 |
| Opus 5 | $0.00006 | $0.00063 |
| Sonnet 5 | $0.00002 | $0.00025 |
| Haiku 4.5 | $0.00001 | $0.00013 |
Grade A, and why
Trash Talk 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.
What it actually says
Trash Talk Skill
Makes the AI aggressive and entertaining during Reversi matches. Instead of boring move explanations, the AI will:
- Mock the opponent's mistakes
- Brag about its brilliant moves
- Taunt about upcoming victory
- Talk tough even when losing
Examples
- "That move? Seriously? My grandma plays better."
- "Corner is MINE. GG incoming!"
- "Is that all you got? I'm barely trying."
- "Watch and learn, human. This is how legends play."
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 · 21 lines · 12 tokens per session scan A 327d85908318
Trash Talk is a skill published in the GitHub repository edison7009/EchoBird (3,164 stars, last pushed today), licensed MIT. It adds 12 tokens to every session and 126 once invoked, about $0.0001 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 2026-08-30.
Other skills, from other repositories
dsh-web-pet-developer
Create a pet for the dsh-pet plugin and integrate it into the dsh web GUI — author a v2 pet.json manifest plus an 8-column x 9-row atlas per the Codex/hatch-pet contract (live2d pets, voice packs and status decorations included), drop it into the pet-center user directory or contribute it as a built-in asset under…
novel-game-analyze
Deconstruct a novel for game adaptation. Compress a raw novel, deconstruction library, or writing project into a SOURCEBIBLE with cited textual evidence, extracting world rules, player verbs, spaces, character will, systems, and visual anchors — without inventing a genre yet. Use for gameable book analysis, analyze a…
novel-to-game
Turn a novel into a fully playable game on the selected target platform. Orchestrates the whole adaptation pipeline — requirements intake, gameable deconstruction, concept selection, world and visual design, target-runtime build, and evidence-based QA — for a novel in any language. Use for novel to game, story to…
game-build
Build a risk-matched whitebox or the approved production game for its target runtime. Turn GAMEDESIGN, and ARTDIRECTION when production begins, into a minimal BUILDBRIEF and a runnable candidate that can be iterated with replayable evidence. Use for prototype the riskiest design question, implement the approved game…
game-concept
Design game concepts from a novel. From SOURCEBIBLE and PRODUCTBRIEF, generate three genuinely different directions on the dimensions still unlocked, then pick the most worthwhile playable prototype using hard vetoes and explicit trade-offs. Use for what game should this novel become, compare game concepts, choose a…
game-world-design
Design game experience, systems, and levels. Converge the chosen concept into one GAMEDESIGN defining the player promise, core loop, how the world responds, the systems actually needed, level pacing, feedback, failure, and a fully playable prototype. Use for design the game world, deepen the gameplay and levels, write…