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/hermeticormus/libregamedev-claude-code/save-system-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill save-system-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/save-system-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/save-system-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/save-system-patterns.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 | $0.00000 | $0.01961 |
| Opus 5 | $0.00000 | $0.00981 |
| Sonnet 5 | $0.00000 | $0.00392 |
| Haiku 4.5 | $0.00000 | $0.00196 |
Grade A, and why
save-system-patterns 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 3d 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 — 221 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Save System Patterns
Core Save Manager
# Save system with versioning, atomic writes, and migration
class_name SaveManager extends Node
const SAVE_DIR := "user://"
const SAVE_VERSION := 2 # Increment when save schema changes
func save_game(slot: int, data: Dictionary) -> Error:
var path := _get_save_path(slot)
var tmp_path := path + ".tmp"
# Add metadata
data["version"] = SAVE_VERSION
data["timestamp"] = Time.get_unix_time_from_system()
var file := FileAccess.open(tmp_path, FileAccess.WRITE)
if not file:
return FileAccess.get_open_error()
file.store_string(JSON.stringify(data, "\t"))
file.close()
# Backup existing save before replacing
if FileAccess.file_exists(path):
DirAccess.copy_absolute(path, path + ".bak")
# Atomic rename: if crash happens before this, .tmp exists but save is intact
var dir := DirAccess.open(SAVE_DIR)
return dir.rename(tmp_path.get_file(), path.get_file())
func load_game(slot: int) -> Dictionary:
var path := _get_save_path(slot)
if not FileAccess.file_exists(path):
return {}
var file := FileAccess.open(path, FileAccess.READ)
if not file:
return {}
var parsed := JSON.parse_string(file.get_as_text())
if not parsed is Dictionary:
push_error("Save file corrupt at slot %d, trying backup" % slot)
return _load_backup(slot)
return _migrate(parsed)
func _migrate(data: Dictionary) -> Dictionary:
var version: int = data.get("version", 0)
if version < 1:
data = _migrate_v0_to_v1(data)
if version < 2:
data = _migrate_v1_to_v2(data)
return data
func _migrate_v0_to_v1(data: Dictionary) -> Dictionary:
# Example: v0 stored health as "hp", v1 uses "health"
if "hp" in data:
data["health"] = data["hp"]
data.erase("hp")
data["version"] = 1
return data
func _migrate_v1_to_v2(data: Dictionary) -> Dictionary:
# Example: v1 had no settings section
if "settings" not in data:
data["settings"] = {"volume_master": 1.0, "fullscreen": false}
data["version"] = 2
return data
func _load_backup(slot: int) -> Dictionary:
var backup_path := _get_save_path(slot) + ".bak"
if not FileAccess.file_exists(backup_path):
return {}
var file := FileAccess.open(backup_path, FileAccess.READ)
if not file:
return {}
var parsed := JSON.parse_string(file.get_as_text())
return parsed if parsed is Dictionary else {}
func _get_save_path(slot: int) -> String:
return "user://save_%d.json" % slot
func delete_save(slot: int) -> void:
var path := _get_save_path(slot)
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)
if FileAccess.file_exists(path + ".bak"):
DirAccess.remove_absolute(path + ".bak")
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.
- 3d ago First seen · 221 lines · 0 tokens per session scan A 9c61ee082f31
save-system-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,961 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 2026-08-31.
Other skills, from other repositories
luban-dev
Luban 游戏配置全栈工具,支持枚举/Bean/数据表的增删改查、代码生成、TEngine 集成。触发场景:(1) 编辑游戏配置数据(配置表/数据表/道具表/技能表/奖励表/活动表),(2) 新增/修改/删除配置表结构,(3) 定义枚举/Bean/字段,(4) 导表/生成配置代码,(5) 编写 luban.conf 或 Schema 定义,(6) Luban 类型系统/校验器问题。即使用户未明确说"Luban",只要是编辑游戏配置数据,也应使用此技能。.
html-to-ugui
HTML 原型转 Unity UGUI 智能 Prefab 生成管线。通过 AI 生成符合 UI-DSL 的 HTML,用 Playwright/浏览器烘焙 JSON v2 坐标、图片和适配意图,再导入 Unity 由 HtmlToUGUIBaker 生成可维护、多终端适配的 UGUI Prefab。触发场景:(1) 需要从自然语言生成 Unity UGUI 界面 (2) 需要从 HTML 原型烘焙 UGUI (3) UI 中包含图片并希望一键导入/绑定 Sprite (4) 需要 PC/mobile/pad 多终端适配 Prefab。.
tengine-dev
TEngine Unity 游戏框架开发指导。触发词:TEngine, UIWindow, UIWidget, GameEvent, AddUIEvent, LoadAssetAsync, SetSprite, HybridCLR, YooAsset, Luban, GameModule, 热更, 资源加载, UI开发, 事件系统, 配置表.
rbsmithy
Use this skill for professional Roblox game development in Roblox Studio and Luau, including gameplay systems, UI/HUD, multiplayer networking, RemoteEvents/RemoteFunctions, server-client architecture, DataStores, debugging Output errors, performance review, Rojo project setup, procedural 3D model generation with…
dedicated-server
Use when building dedicated servers — headless export, server architecture, lobby management, and deployment.
dialogue-manager
Use when using the Dialogue Manager addon — .dialogue files with titles, responses, conditions and mutations, runtime balloons, and C# support.