component-system

component-system is a skill for Claude Code from jame581/GodotPrompter. It costs 19 tokens per session (3,144 once invoked), scanned A, original, MIT.

Guidance for building Godot game objects from small reusable parts called components, with each part handling one responsibility. Godot is a tool for building games.

In plain words
What is it for?
Use it to give players, enemies, crates, or bosses reusable abilities such as health, damage handling, or other focused behaviours.
Why use it?
It avoids deep class hierarchies that become fragile when shared behaviour or new combinations are needed.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the godot-prompter plugin — 57 skills, 9 agents, 2 hooks shipped together

Install

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.

agentmods
npx agentmods add skills/jame581/godotprompter/component-system
Any agent
npx skills add jame581/GodotPrompter --skill component-system
Clone the repo
git clone --depth 1 https://github.com/jame581/GodotPrompter

Made for: Claude Code.

Or install godot-prompter, the plugin that ships this one along with the rest of its 57 skills, 9 agents, 2 hooks.

Wrote 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.

agentmods badge for component-system

README.md
[![agentmods](https://agentmods.dev/badge/skills/jame581/godotprompter/component-system.svg)](https://agentmods.dev/skills/jame581/godotprompter/component-system)
Your own site
<a href="https://agentmods.dev/skills/jame581/godotprompter/component-system"><img src="https://agentmods.dev/badge/skills/jame581/godotprompter/component-system.svg" alt="Measured on agentmods" height="20"></a>
Per session 19 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,144 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00019 $0.03144
Opus 5 $0.00010 $0.01572
Sonnet 5 $0.00004 $0.00629
Haiku 4.5 $0.00002 $0.00314

Measured 7d ago against content hash d583e7f92182, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

component-system 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 7d 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.

skills/component-system/SKILL.md · 416 lines

How it starts

The opening of the file, as written. The whole thing — 416 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Component System in Godot 4.3+

Build behavior through composition. Attach small, focused components to any entity rather than climbing an inheritance chain. All examples target Godot 4.3+ with no deprecated APIs.

Related skills: scene-organization for scene tree composition, event-bus for decoupled component communication, resource-pattern for data-driven component configuration, physics-system for Area2D/3D overlap detection and collision shapes, ability-system for an AbilityComponent example built on this pattern.


1. Why Components

Problem with inheritance How components solve it
Deep chains are brittle — change one class, break many Each component is an isolated scene with a single job
Sharing behavior across unrelated entities requires awkward base classes Drop a component onto any entity that needs that behavior
Adding a new combination means a new subclass Mix and match components freely at the scene level

Key benefits:

  • Reuse across entities — a HealthComponent works on a player, an enemy, a destructible crate, or a boss with no code changes.
  • Separation of concerns — damage detection, health tracking, and state animation are each their own file. Debugging is local.
  • Mix-and-match behaviors — give an enemy a HitboxComponent and a PatrolComponent independently. Removing one does not affect the other.

2. Component Design Rules

  1. One responsibility per component. If you find yourself naming it HealthAndShieldAndRegenComponent, split it.
  2. Communicate via signals, not direct sibling access. A component must not call get_parent().get_node("SiblingComponent"). Emit a signal instead.
  3. Stateless where possible. Prefer deriving state from inputs and @export configuration over storing mutable state. When state is necessary, keep it private.
  4. Use @export for all configuration. Damage amount, cooldown duration, and layer masks belong in the Inspector, not hardcoded constants.

Read the full file on GitHub · 416 lines

Changes

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.

  1. 7d ago First seen · 416 lines · 19 tokens per session scan A d583e7f92182

Subscribe to this mod's changes

component-system is a skill published in the GitHub repository jame581/GodotPrompter (675 stars, last pushed 24d ago), licensed MIT. It adds 19 tokens to every session and 3,144 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.

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