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 mattmre/EVOKORE-MCP-PUBLIC --skill godot-gdscript-patternsgit clone --depth 1 https://github.com/mattmre/EVOKORE-MCP-PUBLICWrote 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/mattmre/evokore-mcp-public/godot-gdscript-patterns)<a href="https://agentmods.dev/skills/mattmre/evokore-mcp-public/godot-gdscript-patterns"><img src="https://agentmods.dev/badge/skills/mattmre/evokore-mcp-public/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/mattmre/evokore-mcp-public/godot-gdscript-patterns"><img src="https://agentmods.dev/badge/skills/mattmre/evokore-mcp-public/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 | $0.00047 | $0.04813 |
| Opus 5 | $0.00023 | $0.02406 |
| Sonnet 5 | $0.00009 | $0.00963 |
| Haiku 4.5 | $0.00005 | $0.00481 |
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 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.
This is a copy
100% identical to godot-gdscript-patterns — 6 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 810 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot GDScript Patterns
Production patterns for Godot 4.x game development with GDScript, covering architecture, signals, scenes, and optimization.
When to Use This Skill
- Building games with Godot 4
- Implementing game systems in GDScript
- Designing scene architecture
- Managing game state
- Optimizing GDScript performance
- Learning Godot best practices
Core Concepts
1. Godot Architecture
Node: Base building block
├── Scene: Reusable node tree (saved as .tscn)
├── Resource: Data container (saved as .tres)
├── Signal: Event communication
└── Group: Node categorization
2. GDScript Basics
class_name Player
extends CharacterBody2D
# Signals
signal health_changed(new_health: int)
signal died
# Exports (Inspector-editable)
@export var speed: float = 200.0
@export var max_health: int = 100
@export_range(0, 1) var damage_reduction: float = 0.0
@export_group("Combat")
@export var attack_damage: int = 10
@export var attack_cooldown: float = 0.5
# Onready (initialized when ready)
@onready var sprite: Sprite2D = $Sprite2D
@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var hitbox: Area2D = $Hitbox
# Private variables (convention: underscore prefix)
var _health: int
var _can_attack: bool = true
func _ready() -> void:
_health = max_health
func _physics_process(delta: float) -> void:
var direction := Input.get_vector("left", "right", "up", "down")
velocity = direction * speed
move_and_slide()
func take_damage(amount: int) -> void:
var actual_damage := int(amount * (1.0 - damage_reduction))
_health = max(_health - actual_damage, 0)
health_changed.emit(_health)
if _health <= 0:
died.emit()
Patterns
Pattern 1: State Machine
# state_machine.gd
class_name StateMachine
extends Node
signal state_changed(from_state: StringName, to_state: StringName)
@export var initial_state: State
var current_state: State
var states: Dictionary = {}
func _ready() -> void:
# Register all State children
for child in get_children():
if child is State:
states[child.name] = child
child.state_machine = self
child.process_mode = Node.PROCESS_MODE_DISABLED
# Start initial state
if initial_state:
current_state = initial_state
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter()
func _process(delta: float) -> void:
if current_state:
current_state.update(delta)
func _physics_process(delta: float) -> void:
if current_state:
current_state.physics_update(delta)
func _unhandled_input(event: InputEvent) -> void:
if current_state:
current_state.handle_input(event)
func transition_to(state_name: StringName, msg: Dictionary = {}) -> void:
if not states.has(state_name):
push_error("State '%s' not found" % state_name)
return
var previous_state := current_state
previous_state.exit()
previous_state.process_mode = Node.PROCESS_MODE_DISABLED
current_state = states[state_name]
current_state.process_mode = Node.PROCESS_MODE_INHERIT
current_state.enter(msg)
state_changed.emit(previous_state.name, current_state.name)
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.
- 7d ago First seen · 810 lines · 47 tokens per session scan A 1605d6c63715
godot-gdscript-patterns is a skill published in the GitHub repository mattmre/EVOKORE-MCP-PUBLIC (3 stars, last pushed 3mo ago), licensed MIT. It adds 47 tokens to every session and 4,813 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to godot-gdscript-patterns, differing in 6 lines, and is treated as a copy.
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