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 makifbaysal/tasktrooper --skill godot-gdscript-patternsgit clone --depth 1 https://github.com/makifbaysal/tasktrooperWrote 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/makifbaysal/tasktrooper/godot-gdscript-patterns)<a href="https://agentmods.dev/skills/makifbaysal/tasktrooper/godot-gdscript-patterns"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/godot-gdscript-patterns/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/makifbaysal/tasktrooper/godot-gdscript-patterns"><img src="https://agentmods.dev/badge/skills/makifbaysal/tasktrooper/godot-gdscript-patterns.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 | $0.00069 | $0.01627 |
| Opus 5.5 | $0.00028 | $0.00651 |
| Sonnet 5.5 | $0.00014 | $0.00325 |
| Haiku 4.5 | $0.00007 | $0.00163 |
Grade A, and why
godot-gdscript-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 4d 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 — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot GDScript Patterns
Overview
Godot's building blocks are nodes composed into scenes, signals between them, and Resources for data. GDScript is dynamic by default, which hides typos until runtime and costs speed; typed GDScript catches them at parse time and runs faster. The common failure modes are untyped code, get_node chains reaching up the tree, logic in Resources, and autoloads holding everything.
Core principle: Type everything, compose scenes from small nodes, call down and signal up, keep data in Resources and rules in plain classes.
Type everything
# ❌ untyped: typos and wrong types surface only when this line runs
var speed = 200
func take_damage(amount):
health -= amount
# ✅ typed: checked when the script parses, faster at runtime
class_name Player extends CharacterBody2D
signal health_changed(current: int, maximum: int)
signal died
@export var definition: PlayerDefinition
@onready var _sprite: AnimatedSprite2D = $AnimatedSprite2D
@onready var _hurtbox: Area2D = %Hurtbox
var health: int
func _ready() -> void:
health = definition.max_health
func take_damage(amount: int) -> void:
health = maxi(0, health - amount)
health_changed.emit(health, definition.max_health)
if health == 0:
died.emit()
Turn on Project Settings → Debug → GDScript → untyped_declaration (and unsafe_* warnings) as warnings or errors if the repository has not yet. Typed arrays and dictionaries (Array[Enemy], Dictionary[StringName, int] in 4.4+) everywhere a collection has one element type.
Composition with component nodes
Build behaviour from small reusable child scenes rather than deep inheritance:
Enemy (CharacterBody2D) enemy.gd: wires components, no rules of its own
├── HealthComponent (Node) health_component.gd: health, damage(), signal died
├── HitboxComponent (Area2D) deals damage on overlap
├── HurtboxComponent (Area2D) forwards hits to HealthComponent
└── StateMachine (Node) child state nodes: Idle, Chase, Attack
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.
- 4d ago First seen · 145 lines · 69 tokens per session scan A 5fe805549524
godot-gdscript-patterns is a skill published in the GitHub repository makifbaysal/tasktrooper (113 stars, last pushed yesterday), licensed Apache-2.0. It adds 69 tokens to every session and 1,627 once invoked, about $0.0003 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 2026-10-09.
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