Getting it into your agent
It runs from inside its repository, so the clone comes first — what it calls does not travel with the file alone.
git clone --depth 1 https://github.com/medy-gribkov/arcananpx agentmods add skills/medy-gribkov/arcana/godot-4Wrote 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/medy-gribkov/arcana/godot-4)<a href="https://agentmods.dev/skills/medy-gribkov/arcana/godot-4"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/godot-4/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/medy-gribkov/arcana/godot-4"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/godot-4.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 | $0.00030 | $0.03944 |
| Opus 5 | $0.00015 | $0.01972 |
| Sonnet 5 | $0.00006 | $0.00789 |
| Haiku 4.5 | $0.00003 | $0.00394 |
Grade A, and why
godot-4 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 11d 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 — 635 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4 Development Skill
Expert guidance for Godot 4 game development using GDScript 2.0, scene composition, physics systems, and performance optimization.
GDScript 2.0 Typed Syntax
Always use static typing for performance and IDE support.
BAD: Untyped variables and functions
var health = 100
var player
var enemies = []
func take_damage(amount):
health -= amount
return health <= 0
GOOD: Fully typed with explicit return types
var health: int = 100
var player: CharacterBody2D
var enemies: Array[Enemy] = []
func take_damage(amount: int) -> bool:
health -= amount
return health <= 0
@export and @onready Patterns
Use typed @export for inspector values and @onready for node references.
BAD: Untyped exports, get_node in _ready
@export var speed = 300
@export var jump_force = -400
var sprite
var collision
func _ready():
sprite = get_node("Sprite2D")
collision = get_node("CollisionShape2D")
GOOD: Typed exports with hints, @onready with type annotations
@export_range(100, 500, 10) var speed: float = 300.0
@export_range(-800, -200, 50) var jump_force: float = -400.0
@export var gravity: float = 980.0
@onready var sprite: Sprite2D = $Sprite2D
@onready var collision: CollisionShape2D = $CollisionShape2D
@onready var animation: AnimationPlayer = $AnimationPlayer
Scene Composition and Node Architecture
Structure games as composable scenes, not monolithic scripts.
BAD: Monolithic player script handling everything
extends CharacterBody2D
var health = 100
var ammo = 30
var inventory = []
func _process(delta):
update_health_bar()
update_ammo_display()
update_inventory_ui()
check_pickups()
handle_combat()
GOOD: Component-based scene composition
# Player.gd
extends CharacterBody2D
class_name Player
@onready var health_component: HealthComponent = $HealthComponent
@onready var inventory_component: InventoryComponent = $InventoryComponent
@onready var weapon_component: WeaponComponent = $WeaponComponent
func _ready() -> void:
health_component.died.connect(_on_died)
weapon_component.fired.connect(_on_weapon_fired)
func _on_died() -> void:
animation.play("death")
set_physics_process(false)
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.
- 11d ago First seen · 635 lines · 30 tokens per session scan A 7f401c886309
godot-4 is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 2mo ago), licensed Apache-2.0. It adds 30 tokens to every session and 3,944 once invoked, about $0.0002 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 2026-08-31.
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